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Author Topic: Merchants won't pack up and leave.  (Read 854 times)

Hans Lemurson

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Merchants won't pack up and leave.
« on: September 29, 2021, 03:25:44 am »

I've been working on an above-ground fort, and was late in building my Trade Depot, so only pack animals arrived.  Being exposed to the sky, my dwarves were repeatedly harassed by a flock of vultures (now vulture-leather quivers).  One of the caravan guards engaged the vultures, and shot one down (but spent all his ammo).  I got my marksdwarf squad geared up to shoot down the rest of the vultures, amid constant job-cancellation spam.

Now however, the merchants won't pack up their goods and leave.  They are both standing out in the deforested wilderness doing nothing.  One with a pack-horse, one by himself (and each escorted by a guard).  They've been here for a worryingly long time.  Winter has come and gone, and they just stand there, and my Trade Depot remains full of the goods I sold them, and a bunch of useless stuff I didn't buy.

From what I can tell, this seems to be this bug: https://www.bay12games.com/dwarves/mantisbt/view.php?id=7619

Does anybody have any ideas for how I can fix this and get the merchants on their way?  Any way to make the merchants snap out of their daze?
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delphonso

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Re: Merchants won't pack up and leave.
« Reply #1 on: September 29, 2021, 03:38:22 am »

I could swear I just answered this...

Deconstruct the Depot and the merchants will leave. They leave all the stuff they brought with them (and purchased from you), so you might want to smash some of the left over junk or immediately forbid all of it. No negatives, really - they have a bad profit for the year, which seems to effect what they bring next year. Probably wise to move the depot underground.

Hans Lemurson

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Re: Merchants won't pack up and leave.
« Reply #2 on: September 29, 2021, 06:06:09 am »

Good heavens, you did!  (In a different subforum).

What are the odds of the same sort of question coming up so soon?

My situation was possibly different, since no wagons were involved, but I think the solution is likely the same.  I just need to figure out how I'm going to atom-smash the cruft without any rocks to build mechanisms with. 

Melt down bits of metal?  I did just see a quiver full of silver bolts just get fired off.  I don't have an anvil though...
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Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

Hans Lemurson

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Re: Merchants won't pack up and leave.
« Reply #3 on: September 30, 2021, 01:35:07 am »

Inspired by a suggestion from the other thread about stuck merchants, I looked into the DFHack caravan command.

caravan list showed a single caravan (id: 0) on the map, with 0 days left, and which was in the process of leaving.

caravan leave 0 did nothing, since I guess they were already "leaving" (but stuck somehow).

caravan extend 5 0 (stay 5 extra days) woke up the merchants, and they headed over to the trade depot. 

I was greeted by the message following messages:
"Merchants have arrived and have started unloading their goods"
And shortly thereafter
"The merchants from Cilob Ekir will be leaving soon".
So far so good!
"The stray ram has been stung by a honey bee"
Not relevant, but ok.
"The merchants from Cilob Ekir have embarked on their journey"
Success!!!

My fortress is now clean and merchant-free.  No theft, murder or destruction required!  Only a wild Pangolin remains on my Units menu.
« Last Edit: September 30, 2021, 01:38:32 am by Hans Lemurson »
Logged
Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

delphonso

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Re: Merchants won't pack up and leave.
« Reply #4 on: September 30, 2021, 02:37:35 am »

I was greeted by the message following messages:
"Merchants have arrived and have started unloading their goods"
And shortly thereafter
"The merchants from Cilob Ekir will be leaving soon".
So far so good!
"The stray ram has been stung by a honey bee"
Not relevant, but ok.
"The merchants from Cilob Ekir have embarked on their journey"
Success!!!

Truly an emotional rollercoaster!

I'm always impressed at the power of DFHack, though I don't use it much anymore. Glad you got a solution with no side effects!