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Editing v0.34:Trade depot

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|purpose=
 
|purpose=
 
Trade goods with [[caravan|merchants]].
 
Trade goods with [[caravan|merchants]].
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}}{{av}}
  
A '''Trade Depot''' allows you to trade with [[caravan]]s that arrive at your fortress. Trade depots can be created from almost any building material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). Three materials must be used to build the Trade Depot, with the oldest material chosen serving as the main material.{{cite forum|134816/4867108}} There must be at least 10 spaces between the Depot and the edge of the map.  They can be built on top of [[construction|constructed]] floors and walls, allowing you to make a trade depot which is elevated above the surrounding land.
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A '''Trade Depot''' allows you to trade with [[caravan]]s that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). Three materials must be used to build the Trade Depot, and it seems that the second material chosen is the main material, as the Depot takes the color of that substance{{verify}}. There must be at least 10 spaces between the Depot and the edge of the map.  They can be built on top of [[construction|constructed]] floors and walls, allowing you to make a trade depot which is elevated above the surrounding land.
  
 
== Depot accessibility ==
 
== Depot accessibility ==
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=== Move Goods to/from Depot ===
 
=== Move Goods to/from Depot ===
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stocks]] menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.
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{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stocks]] menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.{{Verify}}
  
 
After selecting items and exiting the screen, [[job]]s will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].
 
After selecting items and exiting the screen, [[job]]s will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].
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=== Bugs ===
 
=== Bugs ===
* Setting a meeting area over a depot, then removing it, will cause dwarves to act as though it were still a meeting area. This is irreversible.
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Setting a meeting area over a depot, then removing it, will cause dwarves to act as though it were still a meeting area. This is irreversible.
  
* Merchants in a trade depot who are accosted by hostile creatures may then refuse to trade. If any merchant is unable to make it to the depot, all the other merchants will similarly refuse to trade.
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Having the merchants unloading goods, then releasing any caged hostile creatures near them will remove the option to trade. This does not go away when the hostile creature is dealt with.
  
* Dumping items belonging to the merchants will result in the depot thinking merchants are gone but the merchants hanging around
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Dumping items belonging to the merchants will result in the depot thinking merchants are gone but the merchants hanging around
  
* [[Forbid]]ding a depot, or slating it for removal immediately after causing the caravan trader to be unwilling to do business with your dwarves (e.g. trading wood to the elves) will cause the caravan to leave all their items and embark on their journey, leaving you to claim the items for yourself. Be warned that this will almost definitely strain relations with the trading civilization...
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Slating a depot for removal immediately after causing the caravan trader to be unwilling to do business with your dwarves (e.g. trading wood to the elves) will cause the caravan to leave all their items and embark on their journey, leaving you to claim the items for yourself. This will cause nearly all of your dwarves to carry all of the items left behind to your stockpile, most likely overfilling them and dramatically increasing your fort's wealth. Be warned that this will almost definitely strain relations with the trading civilization...
  
* The game behaves poorly when multiple trade depots are available. Merchants with wagons may path to one depot, while those with pack animals path to the other; then both groups will insist on waiting for the rest of their party to arrive.
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Large gems, once selected to be traded, will remain at the Depot forever.  This bug occurs because no stockpile accepts large gems, and is not specific to the Depot.
 
 
* Large gems, once selected to be traded, will remain at the Depot forever.  This bug occurs because no stockpile accepts large gems, and is not specific to the Depot.
 
* If you slate a depot for removal while merchants are in the process of leaving, the wagons will never leave and eventually the animals and remaining traders will go mad.
 
  
 
{{Buildings}}
 
{{Buildings}}

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