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IDProjectCategoryView StatusLast Update
0008350Dwarf FortressAdventure Mode -- Tradepublic2016-05-11 21:31
Reporterptb_ptb Assigned Touser11 
PrioritynormalSeverityminorReproducibilitysometimes
Status feedbackResolutionopen 
PlatformPCOSWindowsOS Version7
Product Version0.40.13 
Summary0008350: Unable to trade or pick up items from trade depot
DescriptionAt some fortresses I have found that my adventurer is unable to trade with the broker. Specifically you can see lots of items on the ground in the trade depot but the broker lists zero items when you attempt to trade with him.
Steps To ReproduceKeep going to fortresses and trying to trade until you find one where you can't.
Additional InformationSave file to follow.
Tagsworkaround

Activities

smjjames

2014-09-25 11:19

reporter   ~0030359

Do you have a save of this? If so, upload to DFFD and link here.

Also, have you noticed any reconfiguring or change of material type of the entrance building along with this bug? It's a side effect of the reconfiguration 0006955

ptb_ptb

2014-09-25 11:28

reporter   ~0030360

Last edited: 2014-09-25 11:30

Save file. I forgot to say it says "Nothing here to pick up" when you try to pick stuff up.

http://speedy.sh/k4rYr/canttrade.zip

It does sound very similar to your side effect, but I didn't notice any reconfiguration (I might just have missed it though).

TruePikachu

2015-10-12 16:56

reporter   ~0033101

Still relevant as of 0.40.24, with a generated fortress.
I'm not sure if it's related, but none of the items appear to be $for sale$

TruePikachu

2015-10-12 17:21

reporter   ~0033103

Last edited: 2015-10-12 17:33

After a bit of fiddling with DFHack and Lua, I can determine that the depot is made of some 420:164 wood (PLANT:HAZEL:WOOD). I have a reference open to a bolt in the depot right now, but can't manage to get it marked $for sale$ to see if that changes anything.

EDIT: The bolt is general_ref_building_holderst'd to the depot. A random object that is marked with $ is general_ref_building_civzone_assignedst'd to something I can't locate right now.

EDIT: In a different world, a $-marked object in a trade depot has both the building_holderst and civzone_assignedst general_refs. Circumstances are causing the civzone_assignedst to be removed from the contents in the depot, which make them unable to be traded for. It is possibly a seperate bug that one can't take things out of a depot, despite the fact they're visible.

TruePikachu

2015-10-12 22:22

reporter   ~0033104

Right now, it looks like the trade depot believe it's made of everything inside; I see no real difference between the contents and the three logs it's built from.

TruePikachu

2015-10-13 12:30

reporter   ~0033108

I wrote a DFHack script which can work around this bug. Put http://cdusto.selfip.com/adv-fix-depot.lua into the hack/scripts directory, stand in the trade depot to fix, and run the script.

mkiever

2016-01-05 09:21

reporter   ~0034327

I can confirm this in 0.42.04 (generated in 0.42.04).
One additional observation:
-Started as dwarf in a fortress.
-When I climb up to the depot
 the items already look as described above (i.e. as built into the depot)
 but they are listed when trading with the broker
 and trading works (except broker has no money).
The change that the items are no longer listed
must happen on entering the site.
While staying in the fortress trading works.
After first leave/re-enter it stops working.
No change in items looking like built into the depot.

mkiever

2016-01-05 09:41

reporter   ~0034328

After continuing the game, something very odd happened.
May be related, but probably not.
Depot to the south of the shaft still looks the same
with trade items built into it, but no people and no broker on it.
To the north of the shaft appeared piles of trade items
with people and broker on it. And trading works!
(Broker still has no money though)
Cannot tell if the items have been split/duplicated or newly appeared.

Looks like the trade zone teleported away from the depot to the other side
of the central shaft.
Looks like an unrelated bug, no? Opinions?

user8971

2016-01-05 11:44

  ~0034329

What about 0009432, "Certain buildings' layout changes every time to visit them", mkiever?

mkiever

2016-01-05 12:06

reporter   ~0034331

Confirmed: DFHack script posted by TruePikachu works in 0.42.04

mkiever

2016-01-05 12:18

reporter   ~0034332

Hello Detros,
yes, looks close enough.
Just in this case it seems to flip between correct and incorrect layout:
 - Depot and meeting zone on the same side.
 - Depot and meeting zone on opposite sides.
And (IIRC): Change also happened after sleeping/waiting in fortress.
I'll add this case to 0009432 after playing around a bit more.

user8971

2016-01-05 17:59

  ~0034335

For sleeping variety there is 0006955, "Abandoned fortresses reconfigure when slept in / strange lighting".

user11

2016-05-11 21:31

  ~0035145

Did the fix for 0009432 resolve this instance?

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Issue History

Date Modified Username Field Change
2014-09-25 10:38 ptb_ptb New Issue
2014-09-25 11:19 smjjames Note Added: 0030359
2014-09-25 11:28 ptb_ptb Note Added: 0030360
2014-09-25 11:30 ptb_ptb Note Edited: 0030360
2015-10-12 16:56 TruePikachu Note Added: 0033101
2015-10-12 17:21 TruePikachu Note Added: 0033103
2015-10-12 17:24 TruePikachu Note Edited: 0033103
2015-10-12 17:33 TruePikachu Note Edited: 0033103
2015-10-12 22:22 TruePikachu Note Added: 0033104
2015-10-13 12:30 TruePikachu Note Added: 0033108
2015-10-13 12:30 TruePikachu Tag Attached: workaround
2016-01-05 09:21 mkiever Note Added: 0034327
2016-01-05 09:41 mkiever Note Added: 0034328
2016-01-05 11:44 user8971 Note Added: 0034329
2016-01-05 12:06 mkiever Note Added: 0034331
2016-01-05 12:18 mkiever Note Added: 0034332
2016-01-05 17:59 user8971 Note Added: 0034335
2016-05-11 21:31 user11 Note Added: 0035145
2016-05-11 21:31 user11 Assigned To => user11
2016-05-11 21:31 user11 Status new => feedback