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IDProjectCategoryView StatusDate SubmittedLast Update
0007964Dwarf FortressDwarf Mode -- Economicspublic2014-08-11 16:272019-04-08 08:47
Assigned ToFootkerchief 
PlatformMacOSWindows 7OS Version
Product Version0.40.07 
Target VersionFixed in Version 
Summary0007964: traders do not leave map
DescriptionAfter several Elven Caravans, two elves and their horses decided to stay in the Depot area for 2 years before I decided to slay them. A Dwarven Caravan also left behind all of its soldiers on the edge of the map for a few months. I killed them too.
TagsNo tags attached.
Attached Files

- Relationships
parent of 0009093acknowledgedDwarfu Attacked pack animals will delay caravan departure 
related to 0008144new Trader that lost their wagons by bug 7185 are here to stay 
Not all the children of this issue are yet resolved or closed.

-  Notes
Footkerchief (manager)
2014-08-11 17:44
edited on: 2014-08-11 17:49

Does [D] show a valid path from your depot to the edge of the map? Were the merchants scared by animals?

Do you have a save demonstrating the problem?

conflictsreign (reporter)
2014-08-12 09:27

It did. I have the save, but all the stragglers are dead. If it is still useful, I will upload it.
Kanddak (reporter)
2014-08-16 04:39
edited on: 2014-08-19 08:10

I have a save with an elf merchant who lies in place unmoving and refuses to leave the map. All of the elf caravan's trade goods are still in the depot.
Inciting incident: This particular merchant was bitten by, and subsequently became, a werearmadillo and has been terrorizing incoming migrants all year. [^]

Edit: A couple years later, the presence of the werearmadillo elf merchant on the map has not interfered with the human or dwarven caravans at all, but seems to have blocked any further elven caravans from arriving.

waywardKing (reporter)
2014-08-16 07:49

I may have had the same issue. I had a dwarf caravan leave behind a merchant, a marksdwarf, and a water buffalo bearing goods. Their path to my depot crossed a drained pond. These three remained stuck on a couple of ramps. Eventually the pond started to refill from rain, when the pond level was at 3/4, the merchant and buffalo went berserk and the marksdwarf killed them. The pond is now back to 7, the marksdwarf is still on his ramp, still alive, and still not insane.
bugrlar (reporter)
2014-10-16 13:47
edited on: 2014-10-16 13:49

I had a similar issue.
After being bypassed by wagons the remaining merchants arrived at my fortress. There was some problem with them packing up, they left stuff on my depot maybe because of all the shitty furniture I gave them. Then, a merchant got himself stuck on a tree: this (I think) caused the other dwarves from the civ to stay in the map mostly without moving (I am not sure of what caused what). Tried to "free" the merchant by cutting the tree, he died. This did not make the others leave. The following year I recieved no immigrants or traders from other civs.
I have finally put an end today. One axedwarf that accompanied them became a diplomat, so next autumn we will see how things turn out.

EDIT: the save should be from before the tree accident
also, while other civs were present as neighbours on embark, hitting C doesn't have them show up. This could be because the depot was occupied and I didn't get to meet them, still, something that could be important.

If another save could speed the process up: [^]

ptb_ptb (reporter)
2014-11-30 03:16
edited on: 2014-11-30 04:40

DF 0.40.13
Dwarf caravans have got stuck at the exit - not wanting go go over the bridge through the 3-wide gap in the wall? [^]

Save file: [^]

Update: [^]

Removing one wall tile gave them enough space to turn around and exit. I guess this is a bug with the 'D' access check not being accurate? It did say 'depot accessible' even before I removed the wall.

ptb_ptb (reporter)
2015-01-17 04:32
edited on: 2015-01-17 06:05

Got a new instance of something like this.

1. Depot was not blocked from map edge by anything.
2. Merchant was fighting something at one point.
3. When I deconstructed the trade depot (in mid-Winter) the merchants with pack animals left, but two wagons remain.

Looking at the fighting reports, it was a bobcat. [^]

I'm uploading a seasonal backup save from the start of Winter (before I deconstructed the trade depot).

Save file: [^]

[EDIT] Huh, in spring all the stranded merchants and guards turned into barons!

GaenaralHONK (reporter)
2015-05-28 13:01
edited on: 2015-05-28 13:03

Probably a similar issue i just encountered:

1. Dwarven caravan underground inside my fortress is packing up the wares to leave
2. I designate Trolls and Troglodytes to be brought into a cage, they are carried past the Depot
3. Caravan guards kill the Trolls and Troglodytes, merchants stop packing up their wares and do nothing
4. I deconstruct the trade depot, the wares left unpacked remain on the floor, claimed by me and the caravan leaves

edit: this was in version 40.24

Hedede (reporter)
2015-12-06 06:04
edited on: 2015-12-06 06:07

Same thing happened to me in 0.40.24:
Hill titan came and attacked merchants, before I could deal with him.
Merchants killed titan and weren't leaving for more than a year until I deconstructed depot.

Similar thing happened again in 0.42.02: Merchants got distracted by wild animals while they were packing, and now they won't leave.
And when elven caravan came next year, 3 of them suddenly became barons.
Here's save for 0.42: [^]

bradbeattie (reporter)
2019-04-08 08:47

I just ran into this, but I think I know what caused it to me. I offered so many goods that it might have been too heavy for their wagons. Perhaps there's no weight restriction check on offering?

I have paved roads to all four edges of the map. Depot access is clear. Deconstructing the depot causes them to leave along with unpacked goods that get left behind.

- Issue History
Date Modified Username Field Change
2014-08-11 16:27 conflictsreign New Issue
2014-08-11 17:44 Footkerchief Note Added: 0028848
2014-08-11 17:44 Footkerchief Assigned To => Footkerchief
2014-08-11 17:44 Footkerchief Status new => needs feedback
2014-08-11 17:49 Footkerchief Note Edited: 0028848 View Revisions
2014-08-12 09:27 conflictsreign Note Added: 0028879
2014-08-12 09:27 conflictsreign Status needs feedback => assigned
2014-08-16 04:39 Kanddak Note Added: 0029133
2014-08-16 04:39 Kanddak Issue Monitored: Kanddak
2014-08-16 07:49 waywardKing Note Added: 0029137
2014-08-19 08:10 Kanddak Note Edited: 0029133 View Revisions
2014-08-24 20:31 Footkerchief Relationship added related to 0008144
2014-10-16 13:47 bugrlar Note Added: 0030647
2014-10-16 13:49 bugrlar Note Edited: 0030647 View Revisions
2014-11-30 03:16 ptb_ptb Note Added: 0031228
2014-11-30 03:27 ptb_ptb Note Edited: 0031228 View Revisions
2014-11-30 04:40 ptb_ptb Note Edited: 0031228 View Revisions
2015-01-17 04:32 ptb_ptb Note Added: 0031977
2015-01-17 04:54 ptb_ptb Note Edited: 0031977 View Revisions
2015-01-17 06:05 ptb_ptb Note Edited: 0031977 View Revisions
2015-01-24 14:37 Footkerchief Status assigned => confirmed
2015-05-28 13:01 GaenaralHONK Note Added: 0032746
2015-05-28 13:03 GaenaralHONK Note Edited: 0032746 View Revisions
2015-12-06 06:04 Hedede Note Added: 0033494
2015-12-06 06:06 Hedede Issue Monitored: Hedede
2015-12-06 06:06 Hedede Note Edited: 0033494 View Revisions
2015-12-06 06:07 Hedede Note Edited: 0033494 View Revisions
2015-12-06 14:57 Dwarfu Relationship added parent of 0009093
2019-04-08 08:47 bradbeattie Note Added: 0039313

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