Tying a slave in a specific place, moving far enough for it to leave reality bubble and then coming back results in the slave appearing in a random spot in the bubble rather than in the spot it was left in.
As is, the feature is more hassle than its worth (which is a shame, since having a bunch of zombie mules beats dragging a shopping cart or a box behind you by a lot immersion wise), having to constantly waste time playing hide and seek with the slave whenever you want to part ways with it for a moment, made even worse if the place you left it in is something with a lot of rooms like mansion, forcing you to search every single room over and over again trying to find the bastard, or praying they don't spawn somewhere outside near wildlife and get murdered before you get to them, et cetera.
Hordes on or off?
Hordes on.
Could possibly be caused by slaves forming 1-zed hordes. I don't see anything that would prevent "hording" behavior in zeds impaired in any way.
Was viewing related code recently, pretty sure that's the case.
How should this be resolved? By making another exception in overmap::move_hordes()?.. (EDIT: Search "jabberwock".)
Reviewed this. A monster is set "zlave" like this in game::revive_corpse():
6832 if (it.get_var( "zlave" ) == "zlave" ) {
6833 critter.add_effect( effect_pacified, 1, num_bp, true );
6834 critter.add_effect( effect_pet, 1, num_bp, true );
6835 }
Not sure how to pigeonhole into overmap::move_hordes():
2969 auto& type = *(this_monster.type);
2970 if(
2971 !type.species.count(species_id("ZOMBIE")) || // Only add zombies to hordes.
2972 type.id == mtype_id("mon_jabberwock") || // Jabberwockies are an exception.
2973 this_monster.mission_id != -1 // We mustn't delete monsters that are related to missions.
2974 ) {
2975 // Don't delete the monster, just increment the iterator.
2976 monster_map_it++;
2977 continue;
2978 }
Semi-related to #20069 (Dropping the hardcoded "corpse" item).
Checking for either pet or pacified effect would be enough. Currently all zlaves are both pacified and pets. It would be possible for a non-zombie critter to be pacified if it breathed pacifying gas, or for a non-pacified zombie to be a pet if a mod created it.
Checking for pet sounds safer. Plus, it makes more sense: "tame" zombies should not hang around with wild ones, while de-fanged zombies should still try to act like zombies and mill about with other zombies.