Notes |
|
|
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 |
|
|
(0030360)
|
ptb_ptb
|
2014-09-25 11:28
(edited on: 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).
|
|
|
|
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 $for sale$ |
|
|
(0033103)
|
TruePikachu
|
2015-10-12 17:21
(edited on: 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.
|
|
|
|
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. |
|
|
|
|
|
|
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. |
|
|
|
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? |
|
|
(0034329)
|
Detros
|
2016-01-05 11:44
|
|
What about 0009432, "Certain buildings' layout changes every time to visit them", mkiever? |
|
|
|
Confirmed: DFHack script posted by TruePikachu works in 0.42.04 |
|
|
|
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. |
|
|
(0034335)
|
Detros
|
2016-01-05 17:59
|
|
For sleeping variety there is 0006955, "Abandoned fortresses reconfigure when slept in / strange lighting". |
|
|
(0035145)
|
Dwarfu
|
2016-05-11 21:31
|
|
Did the fix for 0009432 resolve this instance? |
|