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#3356 Colonist dies at food overflow

Fixed_1.2.0
closed-fixed
None
5
2024-07-04
2024-02-16
PeJoT
No

If you generate a food overflow (>200) resulting to new stock of 0 food a new colonist is created but an existing one starves to death.
This is frequently happening if you transport excess food from a colony but the production leeds to exceeding a stock of 200.

Discussion

  • Stian Grenborgen

    This is probably caused by a mod adding the same unit/building twice. Could you tell me what ruleset and mods you are using when experiencing the problem?

     
  • Lone_Wolf

    Lone_Wolf - 2024-03-13

    freecol rules, official mods Basic Buildings, Convert upgrade, four seasons and plant forest.

    Additonally 3 mods I created : Lone_Wolf game options, Student Lodgings and Food500 .
    The only mod that changes freecolonist is Food500, here's its specification.xml :

    <?xml version="1.0" encoding="UTF-8"?>
    <freecol-specification id="Food500" version="0">
     <unit-types>
      <unit-type id="model.unit.freeColonist" preserve="true">
       <required-goods id="model.goods.food" value="500"/>
      </unit-type>
     </unit-types>
     <!--
          The priority value determines the order in which consumers are
          granted access to goods.  Units have a priority of 1000,
          buildings have a default priority of 800, the colony's build
          queue has a priority of 500, and the colony's population queue
          has a priority of 300.  Consumers with a higher priority are
          served first.
      -->
    </freecol-specification>
    

    My intention was to override just the required-goods value for freecolonist, but it seems that is not what happened .

    Snippet of the savegame to see what the end result for freecolonist is :

    <?xml version="1.0" encoding="UTF-8"?>
        <unit-type id="model.unit.freeColonist" offence="0" defence="1" default-unit="true" movement="3" line-of-sight="1" score-value="3" space="0" space-taken="1" hit-points="5" attack-range="0" maximum-experience="200" recruit-probability="20" skill="0" skill-taught="model.unit.freeColonist" priority="1000">
         <ability id="model.ability.bornInColony" source="model.unit.freeColonist" value="true"/>
         <ability id="model.ability.canBeCaptured" source="model.unit.freeColonist" value="true"/>
         <ability id="model.ability.canBeEquipped" source="model.unit.freeColonist" value="true"/>
         <ability id="model.ability.foundColony" source="model.unit.freeColonist" value="true"/>
         <ability id="model.ability.foundInLostCity" source="model.unit.freeColonist" value="true"/>
         <ability id="model.ability.person" source="model.unit.freeColonist" value="true"/>
         <modifier id="model.modifier.conversionSkill" source="model.unit.freeColonist" value="6.0" type="additive" index="0"/>
         <modifier id="model.modifier.conversionAlarmRate" source="model.unit.freeColonist" value="2.0" type="percentage" index="0"/>
         <required-goods id="model.goods.food" value="200"/>
         <required-goods id="model.goods.food" value="500"/>
         <consumes id="model.goods.food" value="2"/>
         <consumes id="model.goods.bells" value="1"/>
        </unit-type>
    

    how to change just that one value without having to copy the entire freecolonist spec ?

     
  • Lone_Wolf

    Lone_Wolf - 2024-03-15

    reverting to an earlier version of my Food500 mod solved the issue for me.

      <unit-type id="model.unit.freeColonist" extends="colonist" default-unit="true" score-value="3" skill="0" recruit-probability="20" maximum-experience="200">
       <ability id="model.ability.bornInColony" value="true"/>
       <ability id="model.ability.foundInLostCity" value="true"/>
       <required-goods id="model.goods.food" value="500"/>
      </unit-type>
    
     
  • Bernat

    Bernat - 2024-03-30

    Sorry for reopening this thread, I can't find the way to reproduce starves issue, but sometimes happens to me too.

    But something strange related happens when you move food from another colony, and this exceeds 200 units

    I attach a video of my tests. You can see in this video that after the end of turn, the colony have 209 units of food and doesn't grow.

    I take the video with OBS format, and can be opened with VLC.
    To be able to reproduce the error I had to follow the steps in the video exactly, I think that colony doesn't refresh food production, but Is my assumption

    I wish that video can be uploaded because it's a little bit large 60 mb

    Finally I can upload here
    https://www.veed.io/view/es-ES/4110e37b-35d9-4f0e-bed7-3dcdacc61cbb?panel=share

     

    Last edit: Bernat 2024-03-30
  • Fonic

    Fonic - 2024-05-30

    Happens for me too with FreeCol 1.1.0, no mods, just playing a regular game on medium difficulty.

    Here's a savegame that allows reproducing the bug:
    In Midbay, move 100 Food into the Wagon Train, then end the turn -> new colonist appears, existing colonist starves to death.

     

    Last edit: Fonic 2024-05-30
  • Stian Grenborgen

    • status: open --> pending-fixed
    • assigned_to: Stian Grenborgen
    • Group: Current --> Fixed_trunk
     
  • Stian Grenborgen

    This issue should now be fixed in the development version of the game.

     
  • Stian Grenborgen

    • status: pending-fixed --> closed-fixed
    • Group: Fixed_trunk --> Fixed_1.2.0
     

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