Dwarf Fortress Bug Tracker - Dwarf Fortress
View Issue Details
0005098Dwarf FortressDwarf Mode -- Immigrationpublic2012-02-14 21:492015-12-15 13:13
Mephansteras 
Toady One 
normalminoralways
resolvedfixed 
65 bitWindows7
0.34.01 
0.40.05 
0005098: "Friendly" migrants with Trader profession act like on-the-job merchants
Two of the migrants in my most recent wave were traders, and both show up as @ and 'Friendly' on the units screen. I cannot control them or anything, just like a Friendly visiting unit.
Have migrants with the Trader title show up.
immigrants, traders
related to 0008096new  Excessive number of migrants with trader profession due to retired caravan merchants 
has duplicate 0005237resolved Knight Otu Trader migrants not part of the fort 
has duplicate 0005317resolved Footkerchief Lone trader shows up in the middle of a group of immigrants 
has duplicate 0005369resolved Footkerchief Strange 'Trader' appearance with migrants 
has duplicate 0005612resolved Logical2u Migrant Traders 
has duplicate 0005620resolved Logical2u Traders arrive with migrants and block them 
has duplicate 0005817resolved Footkerchief Standing traders 
has duplicate 0005868resolved Knight Otu Received foreign traders in migrant wave 
has duplicate 0005930resolved Knight Otu Traders migrating and standing at edge of map. 
has duplicate 0005583resolved Dwarfu If your parent civilization is generated with only non-dwarven leaders, traders from dwarven caravans will be unable to go home. 
related to 0005246new  vampire immigrated to fort as "friendly" rather than citizen 
related to 0005854resolved Toady One Diplomats don't bring bodyguards 
related to 0006019new  Dwarf Mode migrants appear as friendly, uncontrollable units with modded dwarf entity 
related to 0010921confirmed Knight Otu Requested worker is a "Merchant", doesn't work 
Issue History
2012-02-14 21:49MephansterasNew Issue
2012-02-15 07:10FootkerchiefSummaryMigrant Traders marked as Friendly => Traders migrate to fortress, marked as 'Friendly'
2012-02-16 09:52MephansterasNote Added: 0019812
2012-02-17 01:15AlumineNote Added: 0019913
2012-02-17 16:00Knight OtuRelationship addedhas duplicate 0005237
2012-02-17 21:22FootkerchiefRelationship addedrelated to 0005246
2012-02-18 16:33daftfadNote Added: 0020070
2012-02-19 07:37daftfadNote Edited: 0020070bug_revision_view_page.php?bugnote_id=0020070#r7518
2012-02-19 09:18premiumNote Added: 0020135
2012-02-19 17:26FootkerchiefRelationship addedhas duplicate 0005317
2012-02-21 09:59FootkerchiefRelationship addedhas duplicate 0005369
2012-02-21 10:01janglurNote Added: 0020388
2012-02-24 09:02etherflanNote Added: 0020607
2012-02-24 09:03etherflanNote Deleted: 0020607
2012-02-27 10:10dgliddenNote Added: 0020800
2012-02-27 16:47deathc4Note Added: 0020808
2012-02-27 16:47deathc4Issue Monitored: deathc4
2012-03-08 09:06KijiroNote Added: 0021263
2012-03-11 07:11Logical2uRelationship addedhas duplicate 0005612
2012-03-11 08:27Logical2uRelationship addedhas duplicate 0005620
2012-03-16 23:07Angry_B8Tag Attached: immigrants
2012-03-16 23:07Angry_B8Tag Attached: traders
2012-03-16 23:09Angry_B8Note Added: 0021522
2012-03-17 16:11GarathNote Added: 0021540
2012-03-26 13:31thvazNote Added: 0021760
2012-03-26 14:28kingpeonidasNote Added: 0021765
2012-04-01 07:01KogutNote Added: 0021981
2012-04-01 07:39KogutNote Edited: 0021981bug_revision_view_page.php?bugnote_id=0021981#r8175
2012-04-01 07:46KogutNote Edited: 0021981bug_revision_view_page.php?bugnote_id=0021981#r8176
2012-04-01 08:35thvazNote Added: 0021986
2012-04-01 08:35thvazIssue Monitored: thvaz
2012-04-01 18:30ellindseyNote Added: 0021997
2012-04-01 22:49KogutNote Added: 0022006
2012-04-09 10:43GreigerNote Added: 0022180
2012-04-09 11:24Hieronymous AlloyIssue Monitored: Hieronymous Alloy
2012-04-09 13:08QuietustNote Added: 0022181
2012-04-09 13:09QuietustNote Edited: 0022181bug_revision_view_page.php?bugnote_id=0022181#r8260
2012-04-10 07:56ellindseyNote Added: 0022195
2012-04-10 08:47zombiejusticeNote Added: 0022197
2012-04-10 08:47zombiejusticeIssue Monitored: zombiejustice
2012-04-10 14:40Kaelem GaenIssue Monitored: Kaelem Gaen
2012-04-11 08:03QuietustNote Added: 0022213
2012-04-11 13:00dree12Note Added: 0022231
2012-04-11 13:13vintermannNote Added: 0022233
2012-04-12 18:09aghastamokNote Added: 0022245
2012-04-13 12:47FootkerchiefSummaryTraders migrate to fortress, marked as 'Friendly' => Game confuses migrants with Trader profession for on-the-job merchants
2012-04-13 12:48FootkerchiefSummaryGame confuses migrants with Trader profession for on-the-job merchants => "Friendly" migrants with Trader profession act like on-the-job merchants
2012-04-17 08:22PetWolverineIssue Monitored: PetWolverine
2012-04-17 08:52FootkerchiefRelationship addedhas duplicate 0005817
2012-04-30 14:48QuietustNote Added: 0022404
2012-05-02 12:58Mr FrogNote Added: 0022416
2012-05-03 19:51Coder FasteeleNote Added: 0022427
2012-05-09 04:02Knight OtuRelationship addedhas duplicate 0005868
2012-05-20 13:40Knight OtuRelationship addedhas duplicate 0005930
2012-05-22 15:03FootkerchiefRelationship addedrelated to 0005854
2012-05-22 15:03FootkerchiefSticky IssueNo => Yes
2012-05-22 21:12QuietustNote Added: 0022683
2012-05-30 12:55zombiejusticeNote Added: 0022793
2012-05-30 13:51FootkerchiefNote Added: 0022794
2012-05-30 14:35FootkerchiefNote Edited: 0022794bug_revision_view_page.php?bugnote_id=0022794#r8481
2012-06-11 14:56ScandinavianNote Added: 0022961
2012-06-14 03:06Knight OtuRelationship addedrelated to 0006019
2012-08-10 23:14JonTheRedNote Added: 0023437
2012-09-10 09:45MorrolanIssue Monitored: Morrolan
2012-10-22 12:12insidious611Note Added: 0023674
2013-03-06 10:25DwarfuRelationship addedhas duplicate 0005583
2013-03-06 10:25DwarfuIssue Monitored: dongler
2013-03-06 10:27DwarfuNote Added: 0023886
2014-07-24 12:56Toady OneNote Added: 0027442
2014-08-20 21:274maskwolfNote Added: 0029400
2014-08-20 21:274maskwolfIssue Monitored: 4maskwolf
2014-08-20 21:30FootkerchiefAssigned To => Footkerchief
2014-08-20 21:30FootkerchiefStatusnew => needs feedback
2014-08-20 21:31FootkerchiefRelationship addedrelated to 0008096
2014-08-21 12:52KanddakNote Added: 0029438
2014-08-21 12:53KanddakNote Edited: 0029438bug_revision_view_page.php?bugnote_id=0029438#r11337
2014-08-21 13:41Knight OtuNote Added: 0029446
2014-08-21 13:41Knight OtuStatusneeds feedback => resolved
2014-08-21 13:41Knight OtuFixed in Version => 0.40.05
2014-08-21 13:41Knight OtuResolutionopen => fixed
2014-08-21 13:41Knight OtuAssigned ToFootkerchief => Toady One
2014-08-21 13:59thvazIssue End Monitor: thvaz
2014-08-21 20:354maskwolfIssue End Monitor: 4maskwolf
2014-09-14 09:43lethosorSticky IssueYes => No
2014-11-24 18:07PetWolverineIssue End Monitor: PetWolverine
2015-12-15 13:13Kaelem GaenIssue End Monitor: Kaelem Gaen
2018-10-07 14:58LociRelationship addedrelated to 0010921

Notes
(0019812)
Mephansteras   
2012-02-16 09:52   
I should also note that they have 'Merchant' as their Faction on the units screen.
(0019913)
Alumine   
2012-02-17 01:15   
I can confirm this one.

First they join with a wave, but stand at the map border.
As soon as their blinking X is gone, they walk around aimlessly.
(0020070)
daftfad   
2012-02-18 16:33   
(edited on: 2012-02-19 07:37)
Me too. Trader standing on edge of map. He is listed as "Friendly" though, not "Merchant." Could be a vampire as per bug 005246.

Note: They also walk to the trade depot when the dwarf caravan arrives and leave when the caravan leaves.

(0020135)
premium   
2012-02-19 09:18   
I have the trader standing on the edge of the map as well, also listed as friendly and not merchant.
I have doubts that he is a vampire, as the world(as far as I can tell in legends) has no vampires and it is only year 6 in history.
Save is http://dffd.wimbli.com/file.php?id=5609 [^]
(0020388)
janglur   
2012-02-21 10:01   
Save example here:
http://dffd.wimbli.com/file.php?id=5644 [^]
(0020800)
dglidden   
2012-02-27 10:10   
I have seen the same thing. I currently have 5 "Traders" hanging about on my map.

When the caravan arrived, they headed straight for the depot.

Interestingly enough, they seem to be immune to the Filthy Muck that rains all over the map.
(0020808)
deathc4   
2012-02-27 16:47   
I have 4 right now, wish I could herd them or something.
(0021263)
Kijiro   
2012-03-08 09:06   
I notice they tend to block other migrants from entering the map. Once a trader enters the map he stands at the edge. After a while, the blinking X goes away and he begins wandering around. This "unblocks" the migrant wave, allowing the rest of the migrants to enter the map with a blinking X as normal.

I can confirm they do join other merchants at the trade depot and leave with them.
(0021522)
Angry_B8   
2012-03-16 23:09   
I've had this exact same problem in the 34.05, I can also confirm the blocking of immigrant waves, it's coming up on autumn now, will check if they join the traders and leave, (Previous ones all got killed by goblins) but I expect they will.
(0021540)
Garath   
2012-03-17 16:11   
34.05. I have 20 people standing around the map edge, a full tird of my total "population", none have trader as their listed profession.
(0021760)
thvaz   
2012-03-26 13:31   
Confirmed for 34.06. Had abandoned a previous fortress, every migrant in the next was from that previous fortress (both fortress were from the same civilization) and all of them were marked as friendly. Game breaker bug
(0021765)
kingpeonidas   
2012-03-26 14:28   
Thvaz can you confirm that this is a NEW save file created in 34.06, or a old save with a NEW fort on it?
(0021981)
Kogut   
2012-04-01 07:01   
(edited on: 2012-04-01 07:46)
Confirmed for 34.07 (happened in world where my civilisation is 44 dwarves)

save (name "bugged pasture" as it was originally posted to 0004366): http://dffd.wimbli.com/submit.php?action=message&fid=6058 [^] (trader blocking entry + trader waiting for migration)

(0021986)
thvaz   
2012-04-01 08:35   
>>Thvaz can you confirm that this is a NEW save file created in 34.06, or a old save with a NEW fort on it?

It was a new one for 34.06.
(0021997)
ellindsey   
2012-04-01 18:30   
I can also confirm this in a fortress that was genned in 34.06 and then copied to 34.07.
(0022006)
Kogut   
2012-04-01 22:49   
BTW, my save is pure 34.07
(0022180)
Greiger   
2012-04-09 10:43   
Another save here: http://dffd.wimbli.com/file.php?id=6139 [^] Modded, but for .34.07.

Not 100% sure this is the same bug though. These guys behave as described, but they are not traders. They have normal job titles like regular migrants. They also do not move toward the depot when traders arrive. Instead opting to mill at the map edge until a siege decides to steamroll them.
(0022181)
Quietust   
2012-04-09 13:08   
(edited on: 2012-04-09 13:09)
Something here needs to be clarified: the "Trader" profession isn't supposed to have anything to do with caravans - it is simply the title taken on by units whose highest skill is "Appraiser".

Thus, these buggy dwarves are actually wannabe Brokers, not merchants.

(0022195)
ellindsey   
2012-04-10 07:56   
In my 34.06 -> 34.07 fortress, the two Traders who appeared waited at the edge of the map until a dwarven trade caravan arrived. As soon as the dwarven caravan arrived, the Traders joined it, and left the map when it did.

If these were wannabe Brokers, then it appears that when a migrant is randomly generated with the Trader profession the game is for some reason mistakenly assuming that they are part of a trade caravan when they enter the map with a normal migration wave. With no dwarven trade caravan present, they just loiter at the map edge until a caravan shows up that they can join.
(0022197)
zombiejustice   
2012-04-10 08:47   
I had this all the time in a fort where the dwarf civ had been wiped out and the only historical living dwarves were 5 necromancers. I assumed it came from the game generating traders to run the caravan, and then trying to pull them from the civilization population pool for immigrant waves the next season, as they were the only eligible dwarves the civ had left.
(0022213)
Quietust   
2012-04-11 08:03   
ellindsey: that's pretty much exatly what appears to be happening - in fact, using dfhack reveals that they have the "merchant" flag set on them, and clearing that flag causes them to join your fortress as intended, albeit naked (since it's apparently neglecting to assign them ownership of their clothes).
(0022231)
dree12   
2012-04-11 13:00   
Just an appendum: I seem to have gotten a marksdwarf immigrant that has been marked "merchant". So this issue seems to not be entirely specific to appraisers.
(0022233)
vintermann   
2012-04-11 13:13   
Same issue as Greiger: In one fort, the first immigration wave was entirely Dwarves with the merchant tile, and they were listed as "Friendly" in the u screen. There had been similar individuals loitering at the edge of the map in earlier forts, but I assumed it was merchants who failed to go home for some reason - this time is was definitively an entire immigration wave.

It was my second fort in that world, from the same culture, if it matters.
(0022245)
aghastamok   
2012-04-12 18:09   
They are blocking the rest of a migration wave, btw. If you send a dorf to kill them, they run away. As soon as they've moved, more migrants.
(0022404)
Quietust   
2012-04-30 14:48   
After searching through a full disassembly to find the code responsible for setting the "merchant" flag (and only finding the code for spawning caravan merchants), I suspect that what's actually happening is that former caravan merchants are having their profession changed from "Merchant" to "Trader" (either by some special rule or by recalculating it based on their skills) when they leave the map, making them eligible to become a migrant.
(0022416)
Mr Frog   
2012-05-02 12:58   
Forum post supporting Quietust's theory:

http://www.bay12forums.com/smf/index.php?topic=108636.0 [^]

Some guy noticed that one of the "Trader"s had the same name as a caravan guard from the previous season.

Possibly a coincidence, certainly not conclusive, but it at least suggests that Quietust is correct.
(0022427)
Coder Fasteele   
2012-05-03 19:51   
Same issue here. Also, deciding that these "Trader" dwarves were actually either vampires or were-somethings, I had them killed. Upon killing them, my military turned on the dwarf that apparently laid the killing blow, killing that dwarf as well.
(0022683)
Quietust   
2012-05-22 21:12   
This has absolutely nothing to do with 0005854 - this is dealing with caravan merchants (and possibly their escorts as well), not the absence of diplomat bodyguards...
(0022793)
zombiejustice   
2012-05-30 12:55   
Backing up Coder Fasteele - I had one that was definitely a vampire. I was able to kill him with the military no problem, though, as he had already been declare a murderer.
(0022794)
Footkerchief   
2012-05-30 13:51   
(edited on: 2012-05-30 14:35)
Quietust: I marked these as related because they share the symptom of units showing up as "Friendly".

(0022961)
Scandinavian   
2012-06-11 14:56   
I can confirm this behaviour remains as of 0.34.11

Additionally, my fortress assigned the three tradesdwarves coffins after they got jumped by a gobbo ambush. No such courtesy was extended to the three elven traders who got pasted by the same ambush. Significance of this is unclear - may simply be because dwarven caravan members are from same civ and elves are not.
(0023437)
JonTheRed   
2012-08-10 23:14   
This happened to me as well; four traders were stuck on the edge of the map and got reamed by two simultaneous goblin ambushes. One of them managed to come back as a "Ghostly Trader" before I was able to build a memorial slab for him, whatever that's worth.
(0023674)
insidious611   
2012-10-22 12:12   
Have this problem as well. Also uhm... "65 bit"? Where did you get the extra bit from? :P Seriously people.
(0023886)
Dwarfu   
2013-03-06 10:27   
dongler's save from 0005583:
http://dffd.wimbli.com/file.php?id=5819 [^]
(0027442)
Toady One   
2014-07-24 12:56   
It is possible that this was fixed with 0006627 for 0.40.05, but I'm not convinced yet, so I guess this one will be open until we get some more confirmation (or time passed without an event, anyway).
(0029400)
4maskwolf   
2014-08-20 21:27   
I have had many, many traders show up in various fortresses since .40.05 without any showing up as "friendly", so I'd say it's probably fixed unless anyone has any examples that say otherwise.
(0029438)
Kanddak   
2014-08-21 12:52   
(edited on: 2014-08-21 12:53)
I have observed that caravan guards and merchants are able to show up as migrants (see 0008096). Therefore, I suggest that the original cause of this bug was probably that when historical merchants were chosen as migrants, their entity memberships weren't being properly updated. I am now getting migrants whom I can positively identity as former caravan members, and they are properly becoming citizens of my fortress, so I also think this is probably fixed.

(0029446)
Knight Otu   
2014-08-21 13:41   
Thanks, guys!