View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0005687 | Dwarf Fortress | Dwarf Mode -- Trade | public | 2012-03-21 16:19 | 2014-03-29 21:25 |
Reporter | PetWolverine | Assigned To | |||
Priority | normal | Severity | major | Reproducibility | sometimes |
Status | acknowledged | Resolution | open | ||
OS | Mac OS X | OS Version | 10.7.2 | ||
Product Version | 0.34.05 | ||||
Summary | 0005687: Dwarven caravan arrives before humans leave, get "No merchants trading" entire time dwarven caravan is around | ||||
Description | Description from the save I uploaded ( http://dffd.wimbli.com/file.php?id=5963 ): In this save, the humans have "embarked" but are actually still at the depot, while a dwarven caravan has just started unloading. If you order the broker to the depot and then let the game run: 1. One of the dwarven wagons will get stuck on the edge of the depot 2. The dwarven caravan will continue to say "still unloading" for an abnormally long time 3. The humans will leave 4. A wagon will break (I think it's the stuck one) 5. Two dwarves and two horses will wander to the edge of the map (but not leave) 6. The depot will now say "no merchants trading right now" 7. The dwarven caravan will eventually leave without ever offering a chance to trade | ||||
Steps To Reproduce | Download the save, order the broker to the depot and let it run. I'm not sure what it takes to make this happen on a fresh save, because I'm pretty sure I've had a new caravan arrive while an old one was still at the depot before, and not had problems. | ||||
Additional Information | I've loaded the save twice since this initially happened, and I'm now 2/3 on hitting the bug. I think on the last run the humans left just a little sooner. | ||||
Tags | No tags attached. | ||||
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I have a long entryway only 4 tiles wide, and I hit this bug when the humans tried to leave as the dwarven caravan was already in the tunnel. They couldn't get past each other, and caused a pile-up of every wagon smooshed into this tiny part of the tunnel. Eventually some of the wagons broke, and the others were able to leave. I think the 'still unloading' thing was because the wagons hadn't reached the deopt, even though the merchants with pack animals had. Save is unavailable, I just let it run until it fixed itself. |
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I have encountered this same issue. With the addition that everything on the wagons that "break" seems to suddenly become my property as my dwarves haul it off to stockpiles. Additionally, I had the wagons pile up outside of my entry way, where there is PLENTY of space for one of the wagons to have gone around rather than pile into each other. |
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I have a save of a situation similar to TurkeyXIII's report. The Human caravan was leaving as the Dwarven caravan arrived, through a 3-wide tunnel. The Dwarven traders on foot made it to the depot and began unloading. The wagons of the two caravans could not pass. Eventually a Dwarven wagon broke and the Dwarven traders in the depot cancelled trading. Prior to that they were showing as trading but not as finished unloading. When all of the Dwarven wagons had broken, the Human wagons were able to leave and the Dwarven traders on foot also left after some time had passed. The save is from before any Dwarven wagons have broken. http://dffd.wimbli.com/file.php?id=6392 |
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aube posted this save at 0006023: http://dffd.wimbli.com/file.php?id=6497 |
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In my case, the wagons got stuck as they were passing under my "mister/bathtub". I found that result a little surprising since the whole set up was designed so that the water would never be deeper than 3/7. Also, deconstructing the walls allowed the wagons to proceed, but some of the tiles bugged so that I was getting "occupied by creature" notices when I tried to rebuild the walls, even though the tiles were empty. I tried everything I could think of, including tearing down and rebuilding surrounding stretches of the wall and channeling the tiles in question so that they couldn't be occupied. Nothing worked. |
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Freshy and crunchy bugged save from version 34.11 : http://dffd.wimbli.com/file.php?id=6543 |
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If any of the wagons 'dies', then it's probably the same case as when merchants get attacked by an ambush while they are around. Wagon is technically a type of pack animal after all. |
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The front dwarf and human wagons get stuck on each other, then all the rest of the wagons in each caravan pile up behind. Next thing I know, there's a pile of five or six dead wagons {wagon wood}. I haven't been able to trade with dwarves in several game years as they always get caught by the humans leaving. |
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I have the same issue. See screenshot at http://www.bay12forums.com/smf/index.php?topic=118240.0. Interesting observation: After 5 wagons broke down into wagon wood logs, all remaining human and dwarven traders made for the map edge. Suddenly they stopped moving again. I found out why: I had unforbidden the cages with pet animals dropped by the caravan, for retrieval. This stopped the movement towards the map edge for the caravan. The moment the last cage became forbidden again, they continued moving. The pets in the cages are still listed as merchant(caged). So it seems that while they're ignored in a forbidden cage, as long as the cage is unforbidden, the caravan will stand ground and wait for the animals. |
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I have a similar issue but no Human Merchants were on the map when the Dwarf caravan arrived. most of the wagons got to the depot save one and a few pack animals that just stopped were they were for no apparent reason. The wagon just died when the season changed and left a bunch of junk on the ground... |
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I've run into this exact issue again. My entrance corridor is 7 tiles wide specifically to allow the coming and going wagons path past each other, yet they both insist on using the inner edge of the corridor and become stuck, despite there being ample space on the outer edge. Further note: After one of the stuck caravans (not sure which) was destroyed by a drawbridge, the lead wagon of next year's human caravan displayed unusual behavior. Apparently moving at a significant fraction of c, it made its way from the map edge to trade depot (several hundred tiles away) in ten seconds flat real time, with the game running at about 7 FPS at the time. The rest of the wagons trundled along at their usual pace. |
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The underlying cause might be a duplicate of 0005418, but I'm acknowledging this because of all the saves provided. |
Date Modified | Username | Field | Change |
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2012-03-21 16:19 | PetWolverine | New Issue | |
2012-03-21 22:48 | TurkeyXIII | Note Added: 0021649 | |
2012-03-27 07:23 | Telarin | Note Added: 0021791 | |
2012-03-27 07:23 | Telarin | Note Edited: 0021791 | |
2012-05-28 15:02 | slink | Note Added: 0022770 | |
2012-05-28 15:03 | slink | Note Edited: 0022770 | |
2012-06-15 09:04 |
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Relationship added | related to 0005418 |
2012-06-15 09:04 |
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Relationship added | has duplicate 0006023 |
2012-06-15 09:05 |
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Note Added: 0023018 | |
2012-06-15 17:06 | aube | Note Added: 0023023 | |
2012-06-21 12:54 | Di | Note Added: 0023082 | |
2012-06-23 07:15 | Kumquat | Note Added: 0023094 | |
2012-09-26 09:43 | musicmastermsh | Note Added: 0023612 | |
2012-10-26 18:02 | martinuzz | Note Added: 0023683 | |
2013-06-28 21:42 | MrC | Note Added: 0024042 | |
2013-11-10 08:07 | Sus | Note Added: 0024203 | |
2013-11-15 13:41 | Sus | Note Edited: 0024203 | |
2014-03-29 21:25 |
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Note Added: 0024644 | |
2014-03-29 21:25 |
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Assigned To | => user11 |
2014-03-29 21:25 |
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Status | new => acknowledged |