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v0.34 Talk:Quickstart guide

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Revision as of 16:46, 10 May 2012 by 77.1.211.253 (talk)
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Please leave any feedback here and sign with --~~~~ This is still slightly out of date... For example, kennels appear to only train vermin--173.3.16.92 02:45, 21 April 2012 (UTC)

Newbie question about trade depot

I'm a newbie. This guide indicates that I should have my trade depot at the end of a hall that is one space wide. If I do that, the caravan can't reach the depot when it comes. Should I widen the hallway when a caravan arrives, or will it be too late? Also, if I widen the hallway, how can I make it narrow again to tighten my defense?24.151.147.137 13:03, 26 April 2012 (UTC)

That "Level 0" image was probably from one of the 0.31.x versions where wagons were broken. In the current version, wagons are back, so you should make a 3-wide path to your trade depot. You'll need to ensure that wagons have an accessible path before they show up. If the caravan arrives and there's no path, the wagons will vanish and you'll just get the merchants with single pack animals. --Greycat 14:02, 26 April 2012 (UTC)

Better farm plot explanation

Another Newbie here, first off: thanks for the guide! But, expanding the "Sustenance by plow"-paragraph about how to identify soil/how to identify possible places for a farm plots would help very much, especially about how to find good places underground witgout knowing where to search. 16:42, 10 May 2012 (UTC)