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0007619Dwarf FortressDwarf Mode -- Tradepublic2014-07-25 00:192019-05-12 21:11
SomeoneSneaky 
Loci 
normalminorsometimes
acknowledgedopen 
0.40.04 
 
0007619: Traders frigthtened by wild animals won't pack up and leave.
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.
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.
Uploaded save:

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

No tags attached.
has duplicate 0007677resolved Dwarfu Trade caravan can not leave area and wagons are listed as missing 
has duplicate 0010907resolved Loci Merchants don't leave fortress 
has duplicate 0011144resolved Loci Traders show up at same time as Giantess now I cannot trade 
Issue History
2014-07-25 00:19SomeoneSneakyNew Issue
2014-07-25 00:23SomeoneSneakyNote Added: 0027479
2014-07-25 03:23Knight OtuCategoryReactions => Dwarf Mode -- Trade
2014-07-25 13:35SomeoneSneakyNote Edited: 0027479bug_revision_view_page.php?bugnote_id=0027479#r10380
2014-07-27 20:07DwarfuRelationship addedhas duplicate 0007677
2014-08-22 05:09TheroltNote Added: 0029476
2014-08-22 05:10TheroltNote Edited: 0029476bug_revision_view_page.php?bugnote_id=0029476#r11360
2014-08-22 05:10TheroltNote Edited: 0029476bug_revision_view_page.php?bugnote_id=0029476#r11361
2018-05-15 13:59grand sageNote Added: 0038328
2018-07-08 12:41FantasticDorfNote Added: 0038560
2018-09-25 15:56LociRelationship addedhas duplicate 0010907
2018-09-25 15:57LociNote Added: 0038828
2018-09-25 16:09LociAssigned To => Loci
2018-09-25 16:09LociStatusnew => acknowledged
2018-09-29 16:47KvallNote Added: 0038836
2018-09-29 17:17KvallNote Edited: 0038836bug_revision_view_page.php?bugnote_id=0038836#r15785
2019-01-01 03:23FantasticDorfNote Added: 0039067
2019-05-12 21:11kemptasticNote Added: 0039366
2019-05-12 21:11kemptasticNote Edited: 0039366bug_revision_view_page.php?bugnote_id=0039366#r16052
2019-05-19 10:38kemptasticIssue Monitored: kemptastic
2019-08-18 12:26LociRelationship addedhas duplicate 0011144

Notes
(0027479)
SomeoneSneaky   
2014-07-25 00:23   
(edited on: 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.

(0029476)
Therolt   
2014-08-22 05:09   
(edited on: 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.

(0038328)
grand sage   
2018-05-15 13:59   
Can report that this still exists in .10 as well.
(0038560)
FantasticDorf   
2018-07-08 12:41   
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.
(0038828)
Loci   
2018-09-25 15:57   
v0.44.12: alex-wev posted a save in 0010907:

http://dffd.bay12games.com/file.php?id=14035 [^]
(0038836)
Kvall   
2018-09-29 16:47   
(edited on: 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 [^]

(0039067)
FantasticDorf   
2019-01-01 03:23   
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
(0039366)
kemptastic   
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