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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0011446||Dwarf Fortress||Dwarf Mode -- Trade||public||2020-03-08 10:34||2020-04-17 01:33|
|Priority||normal||Severity||major||Reproducibility||unable to reproduce|
|Platform||AMDx64||OS||Windows||OS Version||Windows 10|
|Target Version||Fixed in Version|
|Summary||0011446: Caravan got stuck, while loading goods for departure and wagons get "killed"|
|Description||A human caravan was in the process of loading their goods to leave the fort. Just at this time my fort was attacked by a werebeast. Although the werebeast was killed by a dwarfen squad at the entrance of my fort, the 4 wagons of the caravan must have been destroyed somehow. The list of "deceased units" now contains 4x wagon. This caused the remaining members of the human caravan to get stuck inside the fort. The trade depot lists "no traders", but there are about 700 items in status "t", when examining the depot. It seems the caravan got stuck, because the death of the wagons canceled the "load process" and now the caravan waits forever until the "load process" completes.|
|Steps To Reproduce||Not easily possible, because an external attack event must happen, while a caravan is in the process of loading their goods.|
|Additional Information||Destroying the depot seems to get the caravan unstuck. All items that were inside the depot will be dropped on the floor and because all these items seem to be owned by the fort now, the caravan does no longer wait to get "their items" loaded.|
|Tags||No tags attached.|
Have seen this before with large offering counts raising the amount of wagons required to bring goods from happy mountainhomes, and actively tried to avert it by purposefully robbing the caravan to ensure less goods are brought the following year in a 'mysterious loss of value' via the trade depot destruciton exploit like detailed. Occurs on all versions including 47.04
In general the wagons lack the nessecary space to path without crashing and safely depart from the when not synchronously loaded by the limited merchants availible as free hands. The pseudo relationship of profit = civ friendship is infinitely stacking, as civs will bring everything they can possibly offer in 5 or more caravans for equivilent huge value in big trades or artifact offerings etc.
The inverse of not unloading fast enough happened within 0005351
Additionally the issue of depots being singlularly occupied at a time also 0006189 is applicable.
Caravans do not queue or go into alternative trade depots when one is occupied despite multiple being able to be built and even put close to each other; if they break rank of being in a single file line and enter the tile of another (best simulated by not being from the same civ, such as a tribute donation or modded overlapping trading season) they'll crash that way too.
Some players describe the problem of not having linear routes causing this also in that when they're finished individually loading they're not "goose stepping" together in the organized fashion they came on-site.
(( http://www.bay12games.com/dwarves/mantisbt/view.php?id=6189#c27221 [^] ))
|I've uploaded the save showing the problem with the stuck caravan: http://dffd.bay12games.com/download.php?id=14910&f=region1.7z [^]|
|Today a caravan arrived at my fort right after a goblin siege. The siege was taken care of before the caravan arrived. But, for some unknown reason, the wagons were destroyed(?) and all the items were piled up into one square and forbidden. But for me, the wagons are not listed in the Dead/Missing list.|
@bugsubmitter20001: Most likely not related to the issue of this bug report, but probably intended behavior.
Merchants are somewhat skittish and tend to flee (bringing the rest of the caravan with them) when scared, and one thing that scares them is dead bodies of sapients in their view. Wagons deconstruct when scared, while animals drop what they carry.
This "scuttling" is performed only by the unit(s) scared, not by the whole caravan.
|This is intended behavior from skittish merchants, I do believe. However, what is the bug in this, they do not leave on their own. You need to deconstruct Trade Depot to make them leave. Then construct it anew. So this is the buggy part.|
|2020-03-08 10:34||Alatun||New Issue|
|2020-03-08 12:19||FantasticDorf||Note Added: 0040331|
|2020-03-08 12:27||FantasticDorf||Note Added: 0040332|
|2020-03-08 14:58||Alatun||Issue Monitored: Alatun|
|2020-03-08 14:58||Alatun||Issue End Monitor: Alatun|
|2020-03-08 15:00||Alatun||Note Added: 0040334|
|2020-04-16 18:59||bugsubmitter20001||Note Added: 0040468|
|2020-04-16 23:54||PatrikLundell||Note Added: 0040470|
|2020-04-17 01:33||Sarmatian123||Note Added: 0040472|
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