View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0007619 | Dwarf Fortress | Dwarf Mode -- Trade | public | 2014-07-25 00:19 | 2024-10-09 10:18 |
Reporter | SomeoneSneaky | Assigned To | Loci | ||
Priority | normal | Severity | minor | Reproducibility | sometimes |
Status | acknowledged | Resolution | open | ||
Product Version | 0.40.04 | ||||
Summary | 0007619: Traders frigthtened by wild animals won't pack up and leave. | ||||
Description | This is the second time this has happened in this save -- the first time was a Dwarven caravan, this time it's Humans. When the merchants / guards are frightened by wild animals, the traders and pack animals run away from the depot (guards will still attack after running). But, they won't return to the depot to gather their belongings, so they end up standing around for months. Animals in question were 'Peach-faced lovebird man/woman' and 'giant kea'. To 'fix' the problem with the dwarven caravan, I forbid the depot, then reclaimed it. My dwarves went and stole all the goods, then the dwarven merchants left with nothing. I haven't tried this with the Human caravan, as I'm trying to avoid having a bunch of 'imported' goods laying around. Bug is similar to http://www.bay12games.com/dwarves/mantisbt/view.php?id=7185 Only with mine, the merchants aren't leaving. The wagons are gone, and the humans and their animals are standing in place, with their goods sitting in the depot with the [T]rade tag still on, meaning they still belong to the merchants. If the merchants or their pack animals end up going berserk, this might be a pretty 'fun' bug. | ||||
Steps To Reproduce | Have a trading depot outside, or in an area where unsettling creatures can get too close to your visiting merchants, and wait for them to meet. | ||||
Additional Information | Uploaded save: http://dffd.wimbli.com/file.php?id=9142 | ||||
Tags | No tags attached. | ||||
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I may have misunderstood the 'reactions' tag category... ETA: Forgot to mention -- between the arrival of the human caravan and the uploading of the save file, another dwarven caravan arrived. They claimed the depot, unloaded their goods, traded, repacked, and left, without any problems. The humans' goods remained where they are, and the presence of the human traders didn't impede the dwarven merchants in any way. |
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In Version 0.40.09 I just experienced an instance of this bug where an undead yak neck rolled up and killed off the guards and half the merchants. The remainder just mill around and the items in the depot are marked as being traded. |
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Can report that this still exists in .10 as well. |
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11 & 12 too. In my experience a merchant attacked one of the grey langurs in range because they felt vengeful that the guards were attacking them, this caused all of them to move from the depot and they wont move back, instead they are crouched despite having time to leave and the wagon is inactive. After it happened, they stopped being able to trade despite having all their goods still out in-season not ready to depart yet & my broker there because the merchants were not at the depot with their pack animals. Previously ive had langur's steal from the depot and cause no issues, this only happened when the merchant intervened and got stuck outside the depot. Other people have reported moving them with DFhack to the edges works because they cannot move themselves. |
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v0.44.12: alex-wev posted a save in 0010907: http://dffd.bay12games.com/file.php?id=14035 |
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This is also present in my current save from http://www.bay12games.com/dwarves/mantisbt/view.php?id=10447 though my traders still have their wagons parked awkwardly overtop the depot (but not using it) http://dffd.bay12games.com/file.php?id=14044 |
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I wont share the save because it was heavily modded & I was using DFhack, but evil rain stressed merchants upon leaving which made them all duck to the ground and refuse to leave. My rain particularly was dwarf blood rain (I was not playing dwarves so it wasn't particularly scary, not enough to actually deter merchants entering, only leaving after sitting under it a while.) Using DFhack, I unset them off the ground as they were stuck not leaving after packing back up after some trading and timed stay in the depot (just a bunch of merchants with pack animals) and then they left as normal bug resolved. I believe the new psych imbalances cause this and cause this reaction, no animals had to touch or aggrevate, but they were accruing stress. 44.12 |
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Got this issue when a Human trade caravan was spooked by a Giant that attacked my fortress while they were at the depot. Some of them moved to engage but afaik, none of them even entered combat before my Dwarves killd it, but they refuse to leave anyway now. https://drive.google.com/open?id=1GOTylGpD-WhdKJiu7zdJzkRLm6MLWyVe Version 0.44.12 |
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I've a couple saves here where this situation's happened on Classic v.50.14-1 (Arch Linux): Waiting on Depot removal: https://dffd.bay12games.com/file.php?id=17214 Depot removed and Traders gone: https://dffd.bay12games.com/file.php?id=17215 There'd been some hullaballoo with a bunch of Dingos. The Merchants apparently never engaged in any fighting, but got only frightened. I ended up sending my dwarves around to kill Dingos over the course of also managing the trading. I successfully traded. The announcement that the Caravan would be leaving had come, and the Depot stated no one was trading. I saw a Merchant wandering about with his Camel way North of the Depot. It took a while for the removal task to get started, but after the Trade Depot had been removed I noticed the Merchants had left. The traded goods were on the floor and available. |
Date Modified | Username | Field | Change |
---|---|---|---|
2014-07-25 00:19 | SomeoneSneaky | New Issue | |
2014-07-25 00:23 | SomeoneSneaky | Note Added: 0027479 | |
2014-07-25 03:23 |
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Category | Reactions => Dwarf Mode -- Trade |
2014-07-25 13:35 | SomeoneSneaky | Note Edited: 0027479 | |
2014-07-27 20:07 |
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Relationship added | has duplicate 0007677 |
2014-08-22 05:09 | Therolt | Note Added: 0029476 | |
2014-08-22 05:10 | Therolt | Note Edited: 0029476 | |
2014-08-22 05:10 | Therolt | Note Edited: 0029476 | |
2018-05-15 13:59 | grand sage | Note Added: 0038328 | |
2018-07-08 12:41 | FantasticDorf | Note Added: 0038560 | |
2018-09-25 15:56 | Loci | Relationship added | has duplicate 0010907 |
2018-09-25 15:57 | Loci | Note Added: 0038828 | |
2018-09-25 16:09 | Loci | Assigned To | => Loci |
2018-09-25 16:09 | Loci | Status | new => acknowledged |
2018-09-29 16:47 | Kvall | Note Added: 0038836 | |
2018-09-29 17:17 | Kvall | Note Edited: 0038836 | |
2019-01-01 03:23 | FantasticDorf | Note Added: 0039067 | |
2019-05-12 21:11 | kemptastic | Note Added: 0039366 | |
2019-05-12 21:11 | kemptastic | Note Edited: 0039366 | |
2019-08-18 12:26 | Loci | Relationship added | has duplicate 0011144 |
2024-10-09 02:26 | pelleeroevraren | Note Added: 0042394 | |
2024-10-09 02:27 | pelleeroevraren | Note Edited: 0042394 |