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IDProjectCategoryView StatusLast Update
0007619Dwarf FortressDwarf Mode -- Tradepublic2024-10-09 10:18
ReporterSomeoneSneaky Assigned ToLoci  
PrioritynormalSeverityminorReproducibilitysometimes
Status acknowledgedResolutionopen 
Product Version0.40.04 
Summary0007619: Traders frigthtened by wild animals won't pack up and leave.
DescriptionThis 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 ReproduceHave 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 InformationUploaded save:

http://dffd.wimbli.com/file.php?id=9142

TagsNo tags attached.

Relationships

has duplicate 0007677 resolveduser11 Trade caravan can not leave area and wagons are listed as missing 
has duplicate 0010907 resolvedLoci Merchants don't leave fortress 
has duplicate 0011144 resolvedLoci Traders show up at same time as Giantess now I cannot trade 

Activities

SomeoneSneaky

2014-07-25 00:23

reporter   ~0027479

Last edited: 2014-07-25 13:35

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.

Therolt

2014-08-22 05:09

reporter   ~0029476

Last edited: 2014-08-22 05:10

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.

grand sage

2018-05-15 13:59

reporter   ~0038328

Can report that this still exists in .10 as well.

FantasticDorf

2018-07-08 12:41

reporter   ~0038560

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.

Loci

2018-09-25 15:57

viewer   ~0038828

v0.44.12: alex-wev posted a save in 0010907:

http://dffd.bay12games.com/file.php?id=14035

Kvall

2018-09-29 16:47

reporter   ~0038836

Last edited: 2018-09-29 17:17

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

FantasticDorf

2019-01-01 03:23

reporter   ~0039067

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

kemptastic

2019-05-12 21:11

reporter   ~0039366

Last edited: 2019-05-12 21:11

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

pelleeroevraren

2024-10-09 02:26

reporter   ~0042394

Last edited: 2024-10-09 02:27

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.

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Issue History

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 user1294 Category Reactions => Dwarf Mode -- Trade
2014-07-25 13:35 SomeoneSneaky Note Edited: 0027479
2014-07-27 20:07 user11 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