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:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC)
 
:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC)
 
::::I am suspicious that this tallying of merchants goods when they leave the map might no longer be true.  Due to an incident where the traders would not leave my trade depot despite having the ability I forbid all the items there and then they left.  I did not realize that this caused all their items to remain.  I kept forbidding the depot so that I could time their departure perfectly with my draw bridges and many years later realized that I had all this garbage laying around that I never traded for...then I read that forbidding the depot makes the traders leave their things.
 
 
::::I did this multiple times for each civs caravans and not a one laid siege to my fort.  They kept coming every year as happy as carp meeting a fishing dwarf.  (Version 40d16) --[[User:Frewfrux|Frewfrux]] 21:06, 2 December 2009 (UTC)
 
  
 
== Wagon movement ==
 
== Wagon movement ==
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A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)
 
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)
  
:Things catch on fire just by getting hot enough.  Wagons are made of wood.  Magma makes heat.  Have [[fun]].  If you need to check temperatures, look up Gibbed's "Dwarf Fortress Tweak".  Use the "Tile Edit" and you can see how hot it gets.  In Dwarven units.  I don't know the conversion.  But hot enough, wagons will [[40d:fire|autoignite]]. (also see [http://en.wikipedia.org/wiki/Autoignition autoignition] for real) --[[User:Aescula|Aescula]] 06:53, 10 March 2010 (UTC)
 
  
 
== Elven Caravan Wood Logs ==
 
== Elven Caravan Wood Logs ==
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But not exactly that, I can't remember the exact design of it. [[User:Shardok|Shardok]] 01:05, 20 August 2009 (UTC)
 
But not exactly that, I can't remember the exact design of it. [[User:Shardok|Shardok]] 01:05, 20 August 2009 (UTC)
 
This all seems very odd.  Trying Kaolinite/Kaolinite/Flint... And it turned out all colored red like Kaolinite.  Flint/Flint/Kaolinite... Color of Flint.  Flint/Kaolinite/Kaolinite... Red. So far, just by simple majority.  Found some gypsum, trying all three... Jet/Gupsum/Kaolinite (didn't screw up, just used different grey stone)... Yellow.  Hmm.  But no blotchiness.  Shardok, if you can provide a screenshot, I'd love to see that.--[[User:Aescula|Aescula]] 07:21, 10 March 2010 (UTC)
 
  
 
== stealing animals ==
 
== stealing animals ==
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Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message "Their wagons have bypassed your inaccessible site." I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)
 
Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message "Their wagons have bypassed your inaccessible site." I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)
 
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)
 
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)
:: I have a wall and tunnel to my depot - all traders arrive at the narrow 10 tile wide accessible entrance to my tunnel. --[[User:Bombcar|Bombcar]] 05:20, 2 December 2009 (UTC)
 
  
 
== lazy dwarves ==
 
== lazy dwarves ==
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I just had a Human Caravan.
 
I just had a Human Caravan.
  
None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labors- ALL of his labors- to get him to speak with the diplomat following him about like a lost puppy.
+
None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labours- ALL of his labours- to get him to speak with the diplomat following him about like a lost puppy.
  
 
Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high?
 
Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high?
 
: No, priority controls the making of goods, etc. It's likely that you may need to poke your dwarf with a stick (draft him) or something. Make sure the depot is accessible to your dwarves, not only to the wagons. --[[User:Bombcar|Bombcar]] 05:21, 2 December 2009 (UTC)
 
 
::Make sure your dwarves have all the "hauling" labors enabled, that might be part of it. --[[User:Aescula|Aescula]] 03:00, 25 March 2010 (UTC)
 
:::"Hauling" is ''not'' a prerequisite for hauling items to a TD. Any and all dwarves jump to the task.--[[User:Albedo|Albedo]] 00:34, 27 March 2010 (UTC)
 
  
 
== Attacked caravan slowed down - bug? ==
 
== Attacked caravan slowed down - bug? ==
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::It seems that when you request a large amount of heavy (literally) goods, the wagon (which actually counts as a creature that hauls items) might become encumbered and move very slowly. It might even be unable to reach the trade depot before the merchants leave, especially if the map forces it to move along a long path between trees. I might wrong, this needs testing. [[User:Mateusz|Mateusz]] 16:19, 5 September 2009 (UTC)
 
::It seems that when you request a large amount of heavy (literally) goods, the wagon (which actually counts as a creature that hauls items) might become encumbered and move very slowly. It might even be unable to reach the trade depot before the merchants leave, especially if the map forces it to move along a long path between trees. I might wrong, this needs testing. [[User:Mateusz|Mateusz]] 16:19, 5 September 2009 (UTC)
 
::''(Moved from [[bug]] main article by --[[User:Albedo|Albedo]] 18:11, 5 September 2009 (UTC))''
 
::''(Moved from [[bug]] main article by --[[User:Albedo|Albedo]] 18:11, 5 September 2009 (UTC))''
 
:::If the wagon is a creature can it get injured? If it were injured it might move slowly. --[[User:Bombcar|Bombcar]] 05:24, 2 December 2009 (UTC)
 
 
::::I had some dwarven traders arrive and their wagons got stuck on a mountain slope.  I tried digging them out but they were moving sooooooooo slowly that I reloaded (I had saved just after the announcement of their arrival) and hurried to dig out that portion of the mountain before they hit it.  The result, after they past that point, was that one wagon (only one) got stuck on another part of the slope and after being dug out moved at the same rate of slowness as I had seen previously.  The rest of the wagons moved at normal speed (having never been stuck) to the depot.  If it’s not a bug, then the game is simulating broken axils on wagons that get stuck (which I highly doubt, but would admittedly be very cool).
 
 
::::The dwarves that arrived first at the depot unpacked, but I had to wait about three months for the last wagon to finally make it and itself unpack before being able to trade.  (I’m really surprised the first ones didn’t leave.) Once I did trade they all left at regular speed except the one wagon which took another several months for it to leave the map.  In fact, it may have been longer because very shortly afterwards the elven caravan showed up and there are two full seasons between the dwarves and elves.  (Version 40d16) --[[User:Frewfrux|Frewfrux]] 21:00, 2 December 2009 (UTC)
 
  
 
== requested items ==
 
== requested items ==
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I've never had green glass items refused by Elves, on my current or any other map.  My main export to everyone is green glass goblets on any map that supports cheap glass.  I don't need wood for them but then, I didn't think the trading system(or the elves, for that matter) was sophisticated enough to tell. --[[User:Corona688|Corona688]] 19:21, 30 June 2009 (UTC)
 
I've never had green glass items refused by Elves, on my current or any other map.  My main export to everyone is green glass goblets on any map that supports cheap glass.  I don't need wood for them but then, I didn't think the trading system(or the elves, for that matter) was sophisticated enough to tell. --[[User:Corona688|Corona688]] 19:21, 30 June 2009 (UTC)
 
:It seems that the Elves only refuse items that ''must'' have been made from wood, not ones that ''might'' have had wood involved. --[[User:Bombcar|Bombcar]] 05:38, 2 December 2009 (UTC)
 
  
 
== Error ==
 
== Error ==
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:So should it be noted on the page that normally-passive animals can attack the caravan, sending everyone back home? --[[User:King of the Internet|King of the Internet]] 21:22, 15 August 2009 (UTC)
 
:So should it be noted on the page that normally-passive animals can attack the caravan, sending everyone back home? --[[User:King of the Internet|King of the Internet]] 21:22, 15 August 2009 (UTC)
 
:Indeed, I had a similar problem happen to me.  My game paused and zoomed towards a goblin snatcher, but I couldn't find the little guy.  A few frames later, he was standing in the middle of the former wagon as the horses ran off, leaving the trade goods behind for me to snag. --[[User:Alkyon|Alkyon]] 19:35, 28 November 2009 (UTC)
 
 
:Oddly enough, I've had this happen when there were no enemies, or any thief or attacking creatures on the map, in fact, wild animals at all being very scarce.  The way I put it is that the caravan vaporized on its way out.--[[User:Aescula|Aescula]] 07:41, 10 March 2010 (UTC)
 
  
 
== D hotkey removed in .40d? ==
 
== D hotkey removed in .40d? ==
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In an attempt to piss off the Elves, I offered them a piece of raw clear glass and they happily accepted it. Last I checked, they dislike clear glass because of the pearlash used in its construction. Attempting to '''trade''' them tower-cap logs, however, was successful in getting them angry, as was simply seizing their 30 bins of cloth. --[[User:Quietust|Quietust]] 00:11, 19 October 2009 (UTC)
 
In an attempt to piss off the Elves, I offered them a piece of raw clear glass and they happily accepted it. Last I checked, they dislike clear glass because of the pearlash used in its construction. Attempting to '''trade''' them tower-cap logs, however, was successful in getting them angry, as was simply seizing their 30 bins of cloth. --[[User:Quietust|Quietust]] 00:11, 19 October 2009 (UTC)
 
:Just now, I attempted to offer them a tower-cap log and they were annoyed as a result. Exactly why they accepted a piece of raw clear glass last time is beyond me... --[[User:Quietust|Quietust]] 00:56, 21 October 2009 (UTC)
 
:Just now, I attempted to offer them a tower-cap log and they were annoyed as a result. Exactly why they accepted a piece of raw clear glass last time is beyond me... --[[User:Quietust|Quietust]] 00:56, 21 October 2009 (UTC)
::Raw clear glass is a gem, this may be why the accepted it. --[[User:Bombcar|Bombcar]] 05:43, 2 December 2009 (UTC)
 
:::...as stated, a gem made using '''pearlash''' (which can only be made by burning wood into ashes). --[[User:Quietust|Quietust]] 06:03, 2 December 2009 (UTC)
 
::::Exactly; there may be a bug in that gems don't track their component parts; it would have to be tested. --[[User:Bombcar|Bombcar]] 07:03, 2 December 2009 (UTC)
 
  
 
== Weird Bug ==
 
== Weird Bug ==
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For some reason goblets won`t show up in the trade screen. I have some 200 very close to the Depot but they won´t show. I tried forbidding/claiming them to no avail, i aslo tried to make a goblet dump in the depot but that didn´t work either. Anyone else had this happen?
 
For some reason goblets won`t show up in the trade screen. I have some 200 very close to the Depot but they won´t show. I tried forbidding/claiming them to no avail, i aslo tried to make a goblet dump in the depot but that didn´t work either. Anyone else had this happen?
 
: Do any of your nobles like goblets? One of them may have [[Mandate#Export Bans|forbidden goblets from being exported]]. See [[Trading#Move Goods to/from Depot]] and try {{k|m}} in the item selection screen. --[[User:HebaruSan|HebaruSan]] 13:35, 11 November 2009 (UTC)
 
: Do any of your nobles like goblets? One of them may have [[Mandate#Export Bans|forbidden goblets from being exported]]. See [[Trading#Move Goods to/from Depot]] and try {{k|m}} in the item selection screen. --[[User:HebaruSan|HebaruSan]] 13:35, 11 November 2009 (UTC)
::They may also have forbidden the export of the material the goblets were made of. --[[User:Bombcar|Bombcar]] 05:44, 2 December 2009 (UTC)
 
:::Look at the details on the items to see if any of your dwarves own the items.  Those won't show up. --[[User:Aescula|Aescula]] 03:05, 25 March 2010 (UTC)
 
  
 
== Constructed Ramps ==
 
== Constructed Ramps ==
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I have noticed that if you don't have any elves or human civs near that you don't get any caravans from them, but does the same apply to dwarven civs? My fortress so far has had no contact with any race, including dwarven caravans, after 2 years. This is a two fold problem, because I don't get caravans or immigrants because no caravan ever reports my now crazy wealth. Is this normal or a bug? [[Special:Contributions/194.74.22.170|194.74.22.170]] 22:13, 23 November 2009 (UTC)
 
I have noticed that if you don't have any elves or human civs near that you don't get any caravans from them, but does the same apply to dwarven civs? My fortress so far has had no contact with any race, including dwarven caravans, after 2 years. This is a two fold problem, because I don't get caravans or immigrants because no caravan ever reports my now crazy wealth. Is this normal or a bug? [[Special:Contributions/194.74.22.170|194.74.22.170]] 22:13, 23 November 2009 (UTC)
:You should always get a Dwarven caravan. Were there any reports about migrants being too scared? Is the Depot accessible? --[[User:Bombcar|Bombcar]] 05:46, 2 December 2009 (UTC)
 
::Maybe not on an island.  If your fortress exists on a totally water-locked plot, there might not be a way for them to get to you.  Curious how ''you'' got there, though, eh?--[[User:Admiral Urist|Admiral Urist]] 06:59, 3 December 2009 (UTC)
 
 
== Why not just go underground? ==
 
This probably isn't an original idea, but I didn't see it listed, so I figured I'd post it here.
 
Crowded maps, especially in the jungle areas, where trees will grow back and there's all sorts of nasty things waiting to eat an untended mason/woodcutter, why not just dig a wide road underground to the edge of the map, put some ramps up to the top level and then clear the caravan arrival space?  An underground road means less chance of wild beasties attacking the caravan, and probably takes less time since, if you're like me, you have more miners than woodcutters.  Plus it seems like miners are more attentive to their work than cutters.
 
Goblins might make use of it, but it's fairly easy to guard/trap, since it's only, say, five or six tiles across.  It worked for the Dorfs of Dragon Age, so why not for DF dorfs?
 
 
:It does work, and is great. On really evil or dangerous maps, I will make an underground tunnel three tiles wide all the way to the edge of the map, and post walls such that the caravan must come down my tunnel. Works great, but not often useful. --[[User:Bombcar|Bombcar]] 06:30, 10 March 2010 (UTC)
 
 
== Craft Bins Disappearing ==
 
 
Recently, an elven caravan rolled on up to my fortress and, when unloading their oodles of wood and cloth in the 'ol depot, I casually sent my trader in to conduct his business. To my surprise, I failed to spot "Crafts" in the Move Goods menu. At first I thought that my fatigue was playing tricks on me but upon closer inspection the category was simply gone. I selected 'sorting by distance', since the mound of craft bins is only a step or two away from the depot itself, but no Finished Good bins appeared. This is the first time this has happened to me. Pondering on it a bit I traced the problem to a mandate made by one of the nobles, banning export of crowns. Crowns are indeed a craft, but does that mean that ''none'' of the other crafts are exportable, to boot? Or is it simply that if a bin has a crown in it it's considered null in the Move Goods menu? Some insight appreciated. --[[User:Bronzebeard|Bronzebeard]] 12:28, 2 January 2010 (UTC)
 
: Your suspicion is correct - if a particular good is under an export ban, '''all''' bins containing '''any''' of that item will be excluded from your trade list. In order to actually see them and bring them to the depot, you'll need to turn off mandate culling. --[[User:Quietust|Quietust]] 17:34, 2 January 2010 (UTC)
 
 
 
== Need info on how much needs to be exported to get the human caravans attention ==
 
 
Yea I added that bit about the human caravan bieng triggered by exports, but honestly, I don't actually know how much. I just know and suspected, that you need some amount of exports to get their attention. So, if anybody knows the answer.....
 
--[[User:Smjjames|Smjjames]] 16:58, 4 January 2010 (UTC)
 
 
 
== Wagons can fly? ==
 
 
I decided to fit my fortress with a trade depot that was suspended over a 7x7 pipe, that leads all the way to the bottom level of the map. I was pretty disappointed, then, when I found that the Wagon continued to mill about in mid air after the merchants had all fallen to their deaths =\
 
The merchant guards are lying in about 20 pieces in the recesses of my fortress, but now the wagon is hovering in "open space", and I've built floors around it but can't build beneath it to put a new depot there. Am I going to have to build a catapult and knock it out of the air or something? =\
 
 
== Value of Caravan Guards? ==
 
 
So each caravan calculates the total value of the items it carries when determining if and how much of a profit they make when leaving, right? Do the items carried by caravan guards factor into this? For instance, if an ambush comes along and wipes out half the guard, am I going to have to be extra generous to the merchants to keep them coming with more goods next year? --[[User:Loyal|Loyal]] 20:28, 11 January 2010 (EST)
 
 
== names cut off ==
 
 
how do i tell what i am trading for in the trading screen?
 
te things on the left often have their names cut off co i cant see what type of item i am trading for.
 
: use the [v] key (view good) command to examine it in detail. [[User:MathFox|MathFox]] 15:01, 13 February 2010 (UTC)
 
::An alterntate to this, which doesn't work in the trading screen, but works in {{key|k}} and {{key|t}} displays is pressing {{key|Tab}} until the dialog portion is 2 sections wide.  Just as an additional hint. --[[User:Aescula|Aescula]] 02:56, 25 March 2010 (UTC)
 
 
== Faster than a speeding bullet wagon? ==
 
One of the wagons of my most recent dwarven caravan seems to be powered by rockets of some sort. The thing managed to zoom onto my screen, travel the hundred or so tiles of my entrance, down some ramps and arrive at the depot before the unbelievably agile woodcutter it passed could go more than a dozen tiles. It was the only wagon to do that, and the rest arrived several minutes later. Has anyone else seen something like this?
 
: I can second this, though it happened to one of my sister's fortresses and not mine. I believe she even got a video of Superwagon leaving...
 

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