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Editing Wagon
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− | {{Quality| | + | {{migrated article}} |
+ | {{Quality|Unrated}} | ||
{{creaturelookup/0 | {{creaturelookup/0 | ||
|image=wagon_sprite.png | |image=wagon_sprite.png | ||
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− | '''Wagons''' are special "[[creatures]]" used by [[human]] and [[Dwarf|dwarven]] [[caravan]]s. Wagons have a much greater hauling capacity than pack animals, increasing the imported goods available to your fortress and the capacity for exported goods. Surprisingly, despite their capacity and being the only multi-tile creature, wagons are only 1/5th the size (volume) of a dwarf - no wonder they scuttle so easily. | + | '''Wagons''' are special "[[creatures]]" used by [[human]] and [[Dwarf|dwarven]] [[caravan]]s. Wagons have a much greater hauling capacity than pack animals, increasing the imported goods available to your fortress and the capacity for exported goods. Surprisingly, despite their capacity and being the only multi-tile creature, wagons are only 1/5th the size (volume) of a dwarf - no wonder they scuttle so easily. Unfortunately, wagons require specific accommodations to reach your fortress: wagon-accessible paths must be three tiles wide, extend from natural-land tiles at the screen border to your [[trade depot]], and cannot contain [[trap]]s or [[pressure plate]]s. If wagons are unable to find a path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the merchants' pack animals. |
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Wagons which are destroyed, abandoned, or scuttled will leave behind a unique type of [[wood]]: wagon wood. Since they count as creatures, dead wagons can be [[memorial]]ized (though a [[ghost]]ly wagon has not yet been observed).{{cite talk/this|Wagon death, list in deceased list and memorialization bug reproduction}} | Wagons which are destroyed, abandoned, or scuttled will leave behind a unique type of [[wood]]: wagon wood. Since they count as creatures, dead wagons can be [[memorial]]ized (though a [[ghost]]ly wagon has not yet been observed).{{cite talk/this|Wagon death, list in deceased list and memorialization bug reproduction}} | ||
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== Depot Accessibility == | == Depot Accessibility == | ||
− | '''There | + | '''There does not appear to be a way to check Wagon accessibility as of v50.04, the screenshots are from the previous version. ''' |
− | Trade wagons will not visit your fort unless you have a noble with baron title or greater (count, duke, etc). | + | Trade wagons will not visit your fort unless you have a noble with baron title or greater(count, duke, etc). |
[[File:Wagon access.png|thumb|260px|right|An accessible and an inaccessible wagon path. Below is how the paths are viewed with Depot Access turned on.]] | [[File:Wagon access.png|thumb|260px|right|An accessible and an inaccessible wagon path. Below is how the paths are viewed with Depot Access turned on.]] | ||
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Accessibility is calculated from your depot towards the map edges; even though you see a green area around your depot, it may not be accessible from outside. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading, in that a one-tile wide green path is sufficient for the 3-tile wide wagons; the green {{Raw Tile|W|2:2:1}}s represent only the ''center'' of a wagon, although the whole 3×3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|2:2:1}}s. When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words "depot accessible" on the depot access screen. | Accessibility is calculated from your depot towards the map edges; even though you see a green area around your depot, it may not be accessible from outside. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading, in that a one-tile wide green path is sufficient for the 3-tile wide wagons; the green {{Raw Tile|W|2:2:1}}s represent only the ''center'' of a wagon, although the whole 3×3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|2:2:1}}s. When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words "depot accessible" on the depot access screen. | ||
− | As long as you have a | + | As long as you have a three-tile wide path to the depot that reaches ''any'' natural-land tiles at the edge of the map, wagons will be able to reach the depot. If there is only one path they can take, they will take that path. You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked. Note that all caravans will prefer to enter the map at a wagon-accessible point, so this can also be used for [[Elf|elven]] caravans as well. |
Wagons will not appear on non-natural surface tiles at a map edge (such as a "bridge to nowhere"), though they can sometimes be encouraged to leave the map edge in such a manner. Wagons will also delay appearing at the map edge if their intended location is currently blocked by any other creature, similar to [[migrant]]s. | Wagons will not appear on non-natural surface tiles at a map edge (such as a "bridge to nowhere"), though they can sometimes be encouraged to leave the map edge in such a manner. Wagons will also delay appearing at the map edge if their intended location is currently blocked by any other creature, similar to [[migrant]]s. | ||
=== Trade depots on different z-levels === | === Trade depots on different z-levels === | ||
− | If your trade depot is underground, there needs to be a ramp that is at least | + | |
+ | If your trade depot is underground, there needs to be a ramp that is at least 1x3, so that the wagon can proceed to the next level. If this goes into your fortress, you may want to secure it somehow from attackers and unwanted critters, e.g. by using a [[Bridge]]. | ||
== Movement == | == Movement == | ||
− | + | When determining movement, a wagon has a 3x3 "footprint" (9 squares). However, for many purposes, only the center square is considered. Animals drawing the wagon are not considered for purposes of determining movement. | |
Wagons can move horizontally across/through: | Wagons can move horizontally across/through: | ||
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Wagons can move up or down [[z-level]]s via ramps, provided they do not have hatch covers on top. Wagons use different rules for movement on ramps - namely, they are able to ascend a ramp to a raised floor over empty space, but cannot cross the line of ramps while remaining at the same level. With some careful design it is possible to make bridges that control depot accessibility without actually allowing anything to cross them, or paths that can be traversed only by wagons but not dwarves or ''vice versa''. | Wagons can move up or down [[z-level]]s via ramps, provided they do not have hatch covers on top. Wagons use different rules for movement on ramps - namely, they are able to ascend a ramp to a raised floor over empty space, but cannot cross the line of ramps while remaining at the same level. With some careful design it is possible to make bridges that control depot accessibility without actually allowing anything to cross them, or paths that can be traversed only by wagons but not dwarves or ''vice versa''. | ||
− | + | == Wagon-only entrances == | |
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Wagons are able to navigate through certain entrances which other (walking) creatures cannot. Specifically, wagons can climb ramps that walking creatures consider to be "unusable". By building a set of ramps which are exclusively unusable, you can send wagons on a direct route, while filtering all other traffic through your trap-covered route. | Wagons are able to navigate through certain entrances which other (walking) creatures cannot. Specifically, wagons can climb ramps that walking creatures consider to be "unusable". By building a set of ramps which are exclusively unusable, you can send wagons on a direct route, while filtering all other traffic through your trap-covered route. | ||
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== When do caravans bring wagons? == | == When do caravans bring wagons? == | ||
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As of v50.05, there are two requirements for a caravan to bring wagons for their goods. | As of v50.05, there are two requirements for a caravan to bring wagons for their goods. | ||
− | The first is that the civilization has access to | + | The first is that the civilization has access to wagon pullers through the [[Entity_token#COMMON_DOMESTIC_PULL|COMMON_DOMESTIC_PULL]] token. (The fact that elves lack this token in vanilla is the reason they do not bring wagons). This token can easily be added to vanilla civs by modifying the game's raws. |
The second is that the player's fort is either the current home of the [[monarch]] or that the site has been elevated to a landholding with an on-site living landholder such as a [[baron]], [[count]] or [[duke]]. Currently, these landholder titles corresponding to player forts will never be inherited, so if the holder of the title dies and the player's fort is not the residence of the monarch, caravans will permanently stop bringing wagons. | The second is that the player's fort is either the current home of the [[monarch]] or that the site has been elevated to a landholding with an on-site living landholder such as a [[baron]], [[count]] or [[duke]]. Currently, these landholder titles corresponding to player forts will never be inherited, so if the holder of the title dies and the player's fort is not the residence of the monarch, caravans will permanently stop bringing wagons. | ||
− | Players using [[DFHack]] can work around the second issue by using the `` | + | Players using [[DFHack]] can work around the second issue by using the ``gm-editor`` tool to edit the title assignment so that the title is reassigned to another (preferably less ''dead'') historical figure. The link between the entity and site that the game uses to check for living nobles is found on both the civ's ``site_links`` array and the site's ``entity_links`` array (accessible by following links from ``df.global.plotinfo`` to its fields ``site_id`` and ``civ_id``, respectively). The fourth field in this link is the id of the title in the entity's ``positions.assignments`` field '''as of v50.05'''. Said position assignment contains, among other things, the id of the historical figure holding the title, which can modified. Note that in-game state editing is inherently risky and can permanently corrupt a save; only attempt this fix after backing up your saves. |
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[[File:wood_wagon.jpg|thumb|400px|center|"Now to get another wagon for NON-alcohol items."]] | [[File:wood_wagon.jpg|thumb|400px|center|"Now to get another wagon for NON-alcohol items."]] | ||
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== Bugs == | == Bugs == | ||
* Wagons can become "stuck" in obstacles.{{bug|5418}} | * Wagons can become "stuck" in obstacles.{{bug|5418}} |