Difference between revisions of "DF2014:Their wagons have bypassed your inaccessible site"

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To fix this error for the ''next'' caravan, do one of the following:
 
To fix this error for the ''next'' caravan, do one of the following:
* Build a [[trade depot]] in an already accessible place.
+
* Build a [[trade depot]] in an already-accessible place.
 
* Make a path, at least three tiles wide, from your current trade depot to the edge of the map with no obstructions. You may need to cut down [[tree]]s, smooth [[boulder]]s, or use [[ramp]]s and [[mine]]d passageways. Build [[road]]s through any vegetation to ensure that no new plants grow up to disrupt the path in the future.
 
* Make a path, at least three tiles wide, from your current trade depot to the edge of the map with no obstructions. You may need to cut down [[tree]]s, smooth [[boulder]]s, or use [[ramp]]s and [[mine]]d passageways. Build [[road]]s through any vegetation to ensure that no new plants grow up to disrupt the path in the future.
  

Revision as of 19:51, 12 January 2020

This article is about the current version of DF.

This error message appears if a merchant tries to arrive with wagons but there is no wagon-accessible path to your trade depot (or you don't have a trade depot at all). If you get this message, it is too late to do anything about it for the current caravan - the wagons will not enter the map, but any pack animals will still show up and try to find their way to your depot.

To check if your depot is accessible, press D. This will show green squares radiating outwards from your depot to all accessible areas. If they reach the edge in at least one location, the depot is accessible. It also tells you whether the depot is accessible or not.

To fix this error for the next caravan, do one of the following:

  • Build a trade depot in an already-accessible place.
  • Make a path, at least three tiles wide, from your current trade depot to the edge of the map with no obstructions. You may need to cut down trees, smooth boulders, or use ramps and mined passageways. Build roads through any vegetation to ensure that no new plants grow up to disrupt the path in the future.