Dwarf Fortress Bug Tracker - Dwarf Fortress
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0008605Dwarf FortressDwarf Mode -- Tradepublic2014-12-06 06:012019-01-24 08:38
normalminorhave not tried
0008605: Merchants not leaving
First autumn, Dwarven caravan arrives. Everything goes fine. After getting the message that the merchants are leaving, they leave the Trade Depot (with still some of their stuff on it) and walk a short distance. Thereafter, they stop and don't move at all. So I now have a bunch of merchants and their animals just standing on my map without doing anything.

After deconstructing the depot, the traders left, but the items that they had left on the depot are now mine.
Start new game
Build Depot
Trade with Dwarven merchants
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Issue History
2014-12-06 06:01LaninaNew Issue
2014-12-06 06:09lethosorNote Added: 0031281
2014-12-06 06:09lethosorAssigned To => lethosor
2014-12-06 06:09lethosorStatusnew => needs feedback
2014-12-18 09:26troasNote Added: 0031354
2014-12-18 10:04ptb_ptbNote Added: 0031355
2018-05-08 08:03lethosorNote Added: 0038291
2018-05-08 08:03lethosorStatusneeds feedback => resolved
2018-05-08 08:03lethosorResolutionopen => unable to reproduce
2018-07-21 21:18Toady OneNote Added: 0038625
2018-07-24 19:50lethosorStatusresolved => acknowledged
2018-07-24 19:50lethosorResolutionunable to reproduce => reopened
2018-07-25 02:40PatrikLundellNote Added: 0038627
2019-01-24 08:38FantasticDorfNote Added: 0039149

2014-12-06 06:09   
Are you sure that their path isn't blocked? What does "D" display?
2014-12-18 09:26   
I had this issue as well. I was working on the outer wall while trading, and managed to make the depot inaccessible after they arrived. After removing enough walls to make the depot accessible the merchants departed.
2014-12-18 10:04   
BTW, it is possible to have a depot show up as 'accessible' when there isn't actually a valid path. The wagons need 3 wide, but they also have problems with sharp turns.
2018-05-08 08:03   
Stale, needs a save to reproduce. If someone with this issue in 0.44.10+ can upload a save to http://dffd.bay12games.com/, [^] please PM a manager on the forums to get this report reopened.
Toady One   
2018-07-21 21:18   
theli0ndwarf send me a link to this save from 0.44.12:

http://dffd.bay12games.com/file.php?id=13908 [^]
2018-07-25 02:40   
The merchants in theliOndwarf's save will head for the edge as soon as the trade depot is deconstructed, so the problem can be worked around, although I have no idea WHY the trade depot would lock them in place (observing a merchant with gui/gm-editor indicates it has the trade depot as the idling area and no movement destination before deconstructing the trade depot).
2019-01-24 08:38   
I've had this occur to me, but the objects belonging to the merchant(s) still belongs to them because its only 1/4 of their goods they haven't loaded on/off yet. After stalling in depot crouching on the ground, they overstayed, upon desconstruction they left but the items remain.

Relevant Save - http://dffd.bay12games.com/file.php?id=14210 [^]

I've had nothing but trouble since building a second and third trade depot previously (deconstructed now relevant to other issue reports linked on main save), I have lot of objects i cannot dump, stockpile, use or interact with in the middle of my depot-area, the best i can do is forbid and hide but this problem is reccurring for me, though the elves i mentioned that also got stuck had the sense to leave when due after messing around never unloading either.