Did toady say he did that? I rely on my experiance and toadies word. No need for him to optimize save size: it only loads the site when you come close to the city anyway it doesn't keep it in ram memory.it keeps it in the world file.
Like I said we should ask toady himself for confirmation we can't just assume things.
Remember that trees create holes in the ground bug from s few patches ago? ( one of the version 40 patches) What happened was a new town was built (or expanded onto a previously explored forest (likely part of a younger city map) the map wiped the trees and built a city on top it resulted in holes all over the ground this happened because a forest map already existed and a the city expanded and was built on top of the same map a map that was generated already. Resulting in holes in the ground where trees used to be.
Btw I'm not trying to be a jerk or anything , we just need to make sure what we say is actually accurate, I get that this was a theory not a statement but you know what I mean right?
Toady One is busy making the game and is not on call to answer endless questions except for once a month; the answers to these questions are frequently evasive and can become obsolete as the game changes. Yes it is pretty much the case that every site is recreated identically based upon a set of data plus a random seed that is the same every time and is saved; we are however not supposed to notice that this is how things work. A computer game is ultimately an illusion and it does not make sense for the illusionist to give away or make obvious the way that the illusion is actually working. This means that appearances are very much decieving and your experience does not reveal a great deal about the workings of the game since you are not supposed to notice the actual workings but only the illusion the working creates. It is neccessery to go out of your way to break the game in order to actually find out how the game mechanics work through experiance, the everyday player does not learn much about the inner game mechanics by passively playing since they are not supposed to be noticed.
Your answer to Bumber is truly naive. The game has to load up the save file into memory in order to then draw the resulting architecture also into memory, the size of the save file matters because the bigger the save file the longer the loading is going to take. In order to have sites work the way they do in most games with predefined maps it would be neccessery to have loading screens like most game have during which the data is loaded up into memory and then drawn on a map also in memory. By generating everything from seeds you divide the load between the memory and the processing power, since generating the world from seed uses processing power rather than memory. Doing things in the traditional way takes far more memory because the complex data that tells the computer how to draw the map and the map itself both take up memory but processing power is mostly idle. However some things it would seem, such as certain items are actually being loaded according to the traditional manner, with the items explicit location being stored in a file and loaded at that location regardless.
This is what this thread is supposed to be about, not the fact that sites are loaded from seeds. It gets quite interesting when sites fail to regenerate properly and we see items loading up in the middle of buildings because those items are specially tracked as opposed to being generated along with all the other items. It is also interesting that the ownership of objects is not tracked but instead is assigned upon site generation to the items that are created. If items are picked up they join the list of items that are in the special list of items whose precise location is actually tracked, which means that if you pick up an owned item, drop it on the ground, reload the site and come back the item ceases to be owned by anyone. The other issue is that items that are sold remain tracked items, they only temporarily aquire owned status until the site is unloaded; the other items cease to exist with the unloading of the site and are reloaded based upon an abstract item list.
In summary: ownership is actually something that is recreated everytime the site is reloaded.
No, it was just a factual statement. Disk read times are very slow, so a seed can also be a speed-up depending on the complexity of the algorithm. The actual reason, if not save-size, would likely be making it easier to change layout. Abandoned buildings are structurally different from occupied ones.
The only thing from Toady I remember for certain was that rewriting the site code was one of the major delays in releasing DF2014.
Abandoned/ruined buildings are architectural placeholders, they are not structually different from occupied ones in any non-superficial sense and this allows consistancy in the regeneration of the town from seed to (hopefully) be mantained while allowing for towns to change size. The towns architecture is generated in sections from the center based upon the seed+town size and if the town shrinks the sections that would not be occupied if the town had never grown that big in the first place are abandoned/ruined. In this manner consistancy is mantained since when if the population increases then the next generation of the town have occupied buildings in the exact same place and all tracked details like items will be in the same place.
( I'm talking about cities not forts so perhaps they work differently)
Im a computer science major goblin. I know the difference . However DF loads sites and some terrain from chunks in the world file so it is constantly streaming (and offloading) the site to you similair to how minecraft does terrain ( except it doesn't need to have as much loaded since what the player can see is much less) Which is why you have no "loading screen" when you visit your fortress , the problem with player forts is that toady can't split it into chunks so it loads the entire thing. Cities can be 16*16 and he can pull that off by generating the city and seperateing it out into chunks ( this was s big part of the site rewrite, before the first site rewrite human sites were loaded like forts (Toady lamented this many times) so they had to be tiny)
That is why you sometimes get those huge lag bursts when you first visit a city because it generates the whole city then offloads most of it.
Camps and lairs for example are loaded like player forts.
You can't argue that it is regenerating your own fortress.
However it does seem like NPC forts work differently as do goblin forts , hillocks probably work like hamlets.
Goblin I'll go ahead and ask toady. I have trouble accepting that he loads town the way you say he does when he has only ever said it doesn't work that way. Sure it might not be s good way of doing it and I am aware, but toady never claimed to be an expert Programmer. Toady is very open to questions he cares about the community I'm sure it will be fine.
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The item ownership is interesting I believe item ownership is planned to be tracked more once toady works on law/culture changes and right now it is very simple "oh you are in this building, now you belong to it" that sort of thing. And it will be great when he goes to track that more . I believe he plans. to actually track item amounts by name per (important) person.
Now items (as toady has said) are tracked numerically by site ( then they put all the spare items in warehouse buildings he does that so he can simulate trade.
Items you drop in a site are tracked by position. We can test the possible part of your theory by dropping an item in a shop in a city and see if the shop "claims" it.
Time for more science perhaps? Did you delete the world entirely already?
Also remember to report it!