Anonymous | Login | Signup for a new account | 2024-11-01 15:22 PDT |
Main | My View | View Issues | Change Log | Roadmap |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||||
0002285 | Dwarf Fortress | Dwarf Mode -- Trade | public | 2010-06-12 05:51 | 2021-11-11 18:14 | ||||||
Reporter | Quil | ||||||||||
Assigned To | |||||||||||
Priority | low | Severity | minor | Reproducibility | always | ||||||
Status | new | Resolution | open | ||||||||
Platform | AMD Athlon 64 X2 Dual Core 6000+ | OS | Windows XP | OS Version | 2002 | ||||||
Product Version | 0.31.06 | ||||||||||
Target Version | Fixed in Version | ||||||||||
Summary | 0002285: Traders from civs with [FLIER] cannot trade | ||||||||||
Description | Minor issue due to it involving modding and does not occur in vanilla, although it appears to be caused by an issue that may possibly occur in vanilla. If a civilisation is composed of creatures that can fly and that will trade with your fortress, they prove unable to trade. When any merchant from the flying civ arrives at the depot, they will immediately become available to trade (no "I'm sorry, we're unloading our goods" messages), but will never have any goods to trade on the trade screen. Additionally, offering them any items will cause them to stay at the depot forever after getting the "the merchants from X have embarked on their journey" message. This appears to be caused by the merchants almost invariably taking to the skies at some point in their trip to the depot, causing them to become detached from their non-flying pack animals. The merchants and pack animals then proceed to the depot seperately, and simply mill about in the depot rather than unloading. Theoretically this problem could also perhaps be induced by carefully collapsing floor sections in order to split pack animals from their handlers, but this has not been tested. | ||||||||||
Steps To Reproduce | 1. Mod a creature to be a flier with the appropriate tags on an appendage to allow them to fly and the [FLIER] tag in their creature entry. 2. Assign them to an entity that sends trade caravans. Or mod creatures belonging to an already-existing trading entity. 3. Gen a world, build a depot. Ideally, a depot in a position where the fastest route to get to it is via flying, but the merchants will almost inevitably fly over a murky pool or tree anyway. 4. Try to trade with them. Note empty trade screen on their side. | ||||||||||
Tags | Flying, modding, pathing, traders | ||||||||||
Attached Files | |||||||||||
Relationships | |||||||||||
|
Notes | |
(0008198) DarthCloakedDwarf (reporter) 2010-06-12 09:04 |
Some ideas for further testing: Give Elves the [FLIER] tag, and see if they have the same problem. Create a flying pack animal for them to use-- maybe the problem is that the pack animals aren't going where the fliers want them to. |
(0008358) Quil (reporter) 2010-06-13 17:52 edited on: 2010-06-13 17:59 |
Okay, so setting Elves to fly causes the same problem, so it's something intrinsic to flying creatures rather than something I've messed up. Weirdly, however, creating flying pack animals seems to cause the traders to get stuck in the sky. I have two traders standing (floating?) around at rather high altitudes, doing absolutely nothing, although on the plus side they still seem to have a hold on their pack animals. Very strange. Suspect it might be exacerbated by the issue that allows creatures to attack/interact with creatures that are several Z-levels above them as though they are adjacent, judging from the movement of the pack animals. |
(0038326) Nero1024 (reporter) 2018-05-14 09:38 |
I'm getting this issue on the (as of this writing) latest 0.44.10, and this is the first time I'm experiencing this issue. What's weird is I was able to trade normally with [FLIER] civs on older versions as early as 0.34.11 IIRC. I'm getting the "My apologies, but we're still unloading. We'll be ready soon!" message. I haven't managed to get the trade interface screen to come up. |
(0038327) lethosor (manager) 2018-05-15 12:00 |
A save would help reproduce this. |
(0041172) Appw (reporter) 2021-11-11 18:14 edited on: 2021-11-11 18:14 |
Sadly this is still happening in 0.47.05. Here's a save I've put together with flying dwarves and a depot: https://dffd.bay12games.com/file.php?id=15739 [^] |
Issue History | |||
Date Modified | Username | Field | Change |
2010-06-12 05:51 | Quil | New Issue | |
2010-06-12 09:04 | DarthCloakedDwarf | Note Added: 0008198 | |
2010-06-12 10:27 | Footkerchief | Relationship added | related to 0002286 |
2010-06-12 15:02 | Quil | Tag Attached: Flying | |
2010-06-12 15:02 | Quil | Tag Attached: modding | |
2010-06-12 15:02 | Quil | Tag Attached: pathing | |
2010-06-12 15:03 | Quil | Tag Attached: traders | |
2010-06-13 17:06 | Khym Chanur | Issue Monitored: Khym Chanur | |
2010-06-13 17:52 | Quil | Note Added: 0008358 | |
2010-06-13 17:59 | Quil | Note Edited: 0008358 | View Revisions |
2012-04-06 07:15 | Footkerchief | Relationship added | related to 0004776 |
2018-05-14 09:38 | Nero1024 | Note Added: 0038326 | |
2018-05-15 12:00 | lethosor | Note Added: 0038327 | |
2021-07-12 21:50 | Appw | Issue Monitored: Appw | |
2021-11-11 18:14 | Appw | Note Added: 0041172 | |
2021-11-11 18:14 | Appw | Note Edited: 0041172 | View Revisions |
Copyright © 2000 - 2010 MantisBT Group |