UPDATE: This bug has been reproduced successfully, a save file prior to the bug has been provided, follow the instructions for Test2 to reproduce it.I'm going to run some tests on a new fortress and hopefully get a before and after save.
However, reading that other thread linked by Raumkraut I saw it mentioned that people had thought it was caused by the trade depot, I did previously have a trade depot in the location of the above bugged tiles.
I'm thinking it might have something to do with caged creatures dying at the trade depot, as I've noticed my purchased cages don't get moved very quickly and the ones I saw in my stockpile had dead creatures in them.Test1:
-Test depot area for bug
-Build depot on unbugged area
-Deconstruct depot
-Test depot area for bugResult:
No bugTest2:
-Test depot area for bug
-Build depot on unbugged area
-Wait for traders
-Traders leave
-Deconstruct depot
-Test depot area for bug
Result:
BUGGEDNotes: This could be caused by the merchants, caravans, merchant animals or trade animals in cages.
The merchants in my test case brought all of the above, no attempt to open the trade window was made, no goods were moved there and no traderdwarf was sent to the depot.
Test3:
-Test depot area for bug
-Build depot on unbugged area
-Wait for traders
-Trade for all animals in cages
-Traders leave
-Deconstruct depot with cages in it
-Test depot area for bug
Result:
BUGGEDNotes: This could be caused by the merchants, caravans, merchant animals or trade animals in cages.
The merchants in my test case brought all of the above, purchasing anything from the caravan is unneccesary.
Test4:
-Test depot area for bug
-Build depot on unbugged area
-Wait for traders
-Trade for animals in cages
-Traders leave
-Wait for caged animals to die
-Deconstruct depot with cages in it
-Test depot area for bugResult: Test not needed
Test5:
-Test cage area for bug
-Build cage on unbugged area
-Deconstruct cage
-Test cage area for bugResult:
No bugTest6:
-Test cage area for bug
-Build cage on unbugged area
-Place animal in cage
-Deconstruct cage
-Test cage area for bugResult:
No bugTest7:
-Test cage area for bug
-Place unbuilt cage with animal on unbugged area
-Move cage
-Test cage area for bugResult:
No bugTest8:
-Test cage area for bug
-Build cage on unbugged area
-Place animal in cage
-Wait for caged animal to die
-Deconstruct cage
-Test cage area for bugResult: Test not needed
Test9:
-Test cage area for bug
-Place unbuilt cage with animal on unbugged area
-Wait for caged animal to die
-Test cage area for bugResult: Test not needed
I have reproduced this bug, Test 2 produced the important results.
This bug is caused by traders visiting the trade depot, whether the merchants, caravans, merchant animals or trade animals in cages are the cause is unclear, but they are the most likely cases.
The bug is not triggered until the merchants unload their goods and/or load them up again at the depot, as dismantling the depot before the traders are able to reach it will prevent the bug from happening, even though the caravans move to the same position regardless.
It is this behaviour that leads me to believe the bug is caused by loading/unloading, most likely of caged animals, in the depot.
Purchasing all animals and moving them during construction still leaves the vacated tiles bugged.
Here is a save file made just before the bug occurs, the message regarding inbound traders has just occurred and auto-paused.
http://files.filefront.com/pre+bugzip/;11494797;/fileinfo.html