Dwarf Fortress Bug Tracker - Dwarf Fortress
View Issue Details
0000466Dwarf FortressDwarf Mode -- Tradepublic2010-04-05 06:452020-12-30 10:56
random51 
lethosor 
lowminorsometimes
confirmedopen 
IntelWindows XPSP3
0.31.01 
 
0000466: Multiple trade depots cause the merchants/traders to behave oddly
If you have two depots and only one is accessible the traders don't move from the edge of the map.

Deconstructing and/or forbidding the inaccessible depot causes the traders to start moving to the depot that has been accessible the entire time.
Build two depots, make one inaccessible, wait.
A wild grizzly bear came up and drank all the booze the elf traders were carrying, they didn't try to run away and/or fight, nor did the Grizzly Bear attack them after finishing off the booze.

Would elves normally run away from a wild Grizzly Bear? Seems like not only were they not moving towards the accessible depot, they were also prevented from taking any actions whatsoever.
0.34.11, 0.40.06, AI, depot, pathfinding, trade, trade depot
has duplicate 0003002resolved Footkerchief All trade caravan goods left on the ground in depot mixup 
has duplicate 0003432resolved Logical2u Building an extra trade depot traps the merchants 
has duplicate 0005379resolved Logical2u A wagon is parked at trade depot- won't leave. 
has duplicate 0010860resolved lethosor trader wagon breakdown when: multiple trade depots exist. 
has duplicate 0010942resolved Loci Wagon is on the second depot but not unloading. 
related to 0000871new  Traders/merchants go crazy (berserk/insane/melancholy) if trade depot doesn't exist when they arrive 
related to 0010543assigned Detros Merchants dump goods in second depot and leave the map 
Issue History
2010-04-05 06:45random51New Issue
2010-04-05 10:40QloosTag Attached: AI
2010-04-05 10:40QloosTag Attached: pathfinding
2010-04-05 10:40QloosTag Attached: trade depot
2010-04-07 00:07FootkerchiefSummaryMultiple Depot, traders will not go to only accessible depot. => Multiple trade depots cause the merchants/traders to behave oddly
2010-08-10 10:39FootkerchiefRelationship addedhas duplicate 0003002
2010-10-16 07:41Logical2uRelationship addedhas duplicate 0003432
2010-10-16 07:54uncoolNote Added: 0013387
2010-10-26 21:32ra_kormNote Added: 0013531
2010-11-15 13:55FootkerchiefRelationship addedrelated to 0003494
2011-04-01 13:10FootkerchiefRelationship addedrelated to 0000871
2012-02-22 06:22FootkerchiefRelationship addedhas duplicate 0005379
2012-02-22 16:25KijiroTag Attached: depot
2012-02-22 16:25KijiroTag Attached: trade
2012-02-26 07:54FootkerchiefRelationship deletedrelated to 0003494
2012-09-01 21:37nshapterTag Attached: 0.34.11
2012-09-01 21:40nshapterNote Added: 0023521
2014-08-05 06:03KirkegaardNote Added: 0028374
2014-08-05 06:08lethosorTag Attached: 0.40.06
2014-08-05 06:08lethosorAssigned To => lethosor
2014-08-05 06:08lethosorStatusnew => acknowledged
2014-08-05 06:08lethosorNote Added: 0028376
2014-08-05 06:11KirkegaardNote Edited: 0028374bug_revision_view_page.php?bugnote_id=0028374#r10792
2014-08-05 06:24KirkegaardNote Edited: 0028374bug_revision_view_page.php?bugnote_id=0028374#r10793
2014-08-13 13:28FootkerchiefStatusacknowledged => confirmed
2018-01-28 00:48DetrosRelationship addedrelated to 0010543
2018-08-09 11:36lethosorRelationship addedhas duplicate 0010860
2018-10-30 16:01LociRelationship addedhas duplicate 0010942
2018-10-30 16:01LociIssue Monitored: idk
2020-12-30 10:49FantasticDorfNote Added: 0040831
2020-12-30 10:56FantasticDorfNote Added: 0040832

Notes
(0013387)
uncool   
2010-10-16 07:54   
They seem to have left after the new group also left.
(0013531)
ra_korm   
2010-10-26 21:32   
Had two separate trade depots, forgot to destroy the old one. Elves went to the new depot, but all their goods went to the second.
(0023521)
nshapter   
2012-09-01 21:40   
related to

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2090 [^]

http://www.bay12games.com/dwarves/mantisbt/view.php?id=6186 [^]

Traders have no real ownership over their goods
(0028374)
Kirkegaard   
2014-08-05 06:03   
(edited on: 2014-08-05 06:24)
Still in 0.40.6

Edit: picture http://billedeupload.dk/?v=7Q4Ym.png [^]
Edit2: Save: http://dffd.wimbli.com/file.php?id=9294 [^]

(0028376)
lethosor   
2014-08-05 06:08   
Thanks!
(0040831)
FantasticDorf   
2020-12-30 10:49   
This bug is still present in 47.04, more accessible since tribute demands is able to update the awareness of civs migrating within range in vanilla DF to send parallel caravans of the same race between different civs & modding overlapping active seasons.

Traders will crash into each other's caravans at any stage of the process trying to access the same depot even to bump into the back of and deconstruct the one that is unloading without waiting or pathing into alternative trading depots.
(0040832)
FantasticDorf   
2020-12-30 10:56   
Extension of 0005687's behaviour.

https://dffd.bay12games.com/file.php?id=14207 [^]

Save here from 44.12 gathered in retrospect consideration specifically towards caravans versus pack-animal behaviour, speaking from anecdotal experience of instances where i've had to start from a fresh backup-save because of this problem i haven't had anything fresher to show, so my apologies.