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IDProjectCategoryView StatusLast Update
0008611Dwarf FortressPathfindingpublic2014-12-09 19:59
ReporterSyndic Assigned To 
PrioritynormalSeveritymajorReproducibilitysometimes
Status newResolutionopen 
PlatformPCOSWindowsOS Version7
Product Version0.40.19 
Summary0008611: Traders don't find the (open, accessable, short-ish) way to the map edge, instead wander through the fortress
DescriptionAs the Summary says, after they're done trading sometimes a trader (never the whole caravan, always just one trader and his animal, and sometimes a guard if it's a human) fails to find the map edge and instead wanders aimlessly through my fortress until the animal becomes "friendly" and drops all its stuff. After a while, the trader and animal vanish - not sure if they manage to leave or what happens.

They always DO manage to leave if I open a path to the whole map instead of keeping only the tiny walled- and bridged-off exit I usually use accessable, so maybe it's an issue with wanting to leave through a specific map tile - though why they would want to leave through a specific tile that is not the one they came in through I don't know.
Steps To Reproducenot sure if this will work, but...
- make the only link between your fort and the map edge a 3-tile-wide entrance blocked off by raised drawbridges, wait for traders
Additional InformationI will try to upload a save file once I get another one of those wonky traders
TagsNo tags attached.

Activities

Syndic

2014-12-09 19:59

reporter   ~0031308

File uploaded: http://dffd.wimbli.com/file.php?id=10215

In that save, unpause and jump to the traders still listed in the unit list - the trader himself will actually find the way out after wandering the halls for a while, but the yak won't find it in time before becoming "friendly" instead of "trader".

The trade depot is a bit south of the F1 hotkey, all they had to do to leave was follow the 3-wide hallway to the north and up a few ramps. The wagons never have trouble with that, and MOST traders and guards leave that way too. it's always just one or two stragglers too stupid to find that path.

to allow them out, go one up from the F1 hotkey and pull the lever to the right of the dogs, that will let the drawbridge leading to the slightly trapped corridor with the booze barrel down and allow a new path to the outside, which they will then gladly take.

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Issue History

Date Modified Username Field Change
2014-12-09 04:33 Syndic New Issue
2014-12-09 19:59 Syndic Note Added: 0031308