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Editing Wagon

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{{Quality|Fine}}
 
{{Quality|Fine}}
 
{{creaturelookup/0
 
{{creaturelookup/0
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'''There is not a tool to check Wagon accessibility currently{{version|50.11}}, the screenshots are from a previous version. '''
 
'''There is not a tool to check Wagon accessibility currently{{version|50.11}}, the screenshots are from a previous version. '''
  
Trade wagons will not visit your fort unless you have a noble with baron title or greater (count, duke, etc).
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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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In order to appear alongside caravans, wagons must have an appropriate place on the map edge to spawn, and an unobstructed path to the [[trade depot]].  
 
In order to appear alongside caravans, wagons must have an appropriate place on the map edge to spawn, and an unobstructed path to the [[trade depot]].  
  
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.
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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 3x3 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 3-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.
 
As long as you have a 3-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.
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=== Trade depots on different z-levels ===
 
=== Trade depots on different z-levels ===
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If your trade depot is underground, there needs to be a ramp that is at least 3 tiles wide, 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]].
 
If your trade depot is underground, there needs to be a ramp that is at least 3 tiles wide, 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 ==
[[File:wagon_enter_anim.gif|thumb|241px|right|Human merchants directing their wagons in a 3×3 channel.]]When determining movement, a wagon has a 3×3 "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.
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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''.
  
It may seem somewhat strange, but wagons **are** able to climb and descend 3×2 ramp tunnels (that is, a series of diagonally adjacent 1×3 up ramps going in the same direction). While climbing up and down these ramps, parts of the ramps can clip inside walls with apparently no ill effects. This is somewhat less strange when you consider that climbing down a (dwarf-usable) ramp always guarantees that the lower level cannot have at least 3×3 clearance, since at least one tile adjacent to the up ramp below must be a solid tile to allow the ramp to be climbed by normal units. This is likely the reason why wagons have more lenient ramp climbing rules and can climb such ramps even if the solid tile is missing (though this will cause non-wagons to be unable to use the ramps).
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It may seem somewhat strange, but wagons **are** able to climb and descend 3*2 ramp tunnels (that is, a series of diagonally adjacent 1*3 up ramps going in the same direction). While climbing up and down these ramps, parts of the ramps can clip inside walls with apparently no ill effects. This is somewhat less strange when you consider that climbing down a (dwarf-usable) ramp always guarantees that the lower level cannot have at least 3*3 clearance, since at least one tile adjacent to the up ramp below must be a solid tile to allow the ramp to be climbed by normal units. This is likely the reason why wagons have more lenient ramp climbing rules and can climb such ramps even if the solid tile is missing (though this will cause non-wagons to be unable to use the ramps).
  
 
== Wagon-only entrances ==
 
== 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.
  

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