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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=290786</id>
		<title>Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=290786"/>
		<updated>2023-02-15T00:16:56Z</updated>

		<summary type="html">&lt;p&gt;Gondor2222: Add a note that some solid tiles do not act as a solid base for an up ramp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
[[File:ramp_v50_preview.png|thumb|189px|right|Many angles of ramps on grass.]]A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move between levels. When hovering the cursor over these tiles, they are called '''slopes''', and they occur naturally on most maps, acting as hillsides. Dwarves may make them by digging with {{k|m|u|sep=&amp;amp;rarr;}} from below or with {{k|m|r|sep=&amp;amp;rarr;}} from above. They can also be [[Building|constructed]] with any available materials, with {{k|b|n|r|sep=&amp;amp;rarr;}}.&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]].  Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
&lt;br /&gt;
In ASCII mode, ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an actual feature (as opposed to a downward stair), but rather an indication of a ramp below it; it functions otherwise as open space -- much like the game shows {{Raw tile|·|#FFFFFF|#000000}} to indicate trees or terrain on the level below, the ▼ symbol is a display nicety, not a type of terrain. When the rest of this article refers to ramps, the actual ramp (▲) is meant.&lt;br /&gt;
&lt;br /&gt;
Note that ramps function similarly to [[floor]]s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
&lt;br /&gt;
== Movement using ramps ==&lt;br /&gt;
For the purposes of unit movement, a ramp connects the ramp bottom to the '''tops of walls adjacent to the ramp bottom'''.  So unlike stairs, where a dwarf moves directly up or down, a dwarf moving via a ramp will move diagonally across Z-levels, changing both horizontal and vertical location in a single move. This can make it seem like a ramp has &amp;quot;direction&amp;quot; or &amp;quot;flow&amp;quot; by itself, but in fact this depends entirely on the spaces adjacent to the ramp.&lt;br /&gt;
&lt;br /&gt;
More formally, a usable ramp requires four tiles:&lt;br /&gt;
&lt;br /&gt;
# A ramp tile&lt;br /&gt;
# An open space tile directly above the ramp&lt;br /&gt;
# An adjacent &amp;quot;solid&amp;quot; tile on the same Z-level (including diagonals). Some special tiles such as semi-molten rock do not count as &amp;quot;solid&amp;quot; for this purpose.&lt;br /&gt;
# A &amp;quot;walkable&amp;quot; tile directly above the &amp;quot;solid&amp;quot; tile &lt;br /&gt;
[[File:Ramp Diagram 2.jpg|200px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as &amp;quot;Unusable&amp;quot; when hovering with the mouse.&lt;br /&gt;
&lt;br /&gt;
These conditions mean that if one were to try to create a &amp;quot;stairwell&amp;quot; with ramps, one would have to place the ramps adjacent to one another across Z-levels, rather than underneath one another as they would when building stairs. Each ramp would also have to be supported by a solid tile on the Z-level beneath it; this means that a sequence of ramps will become unusable if, for instance, the player attempted to make a 180º turn and build one ramp on the Z-level directly beneath another. The dwarven fortresses created during worldgen provide examples of ramp implementation, generally using ramps for the main entrance stairwell into the fortress, as well as when changing elevation in the [[Tunnel|tunnels]] they build through the caverns. &lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' [[Fortification|Fortifications]] '''can''' be used by ramps as the adjacent &amp;quot;solid&amp;quot; tile, provided those fortifications have a walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).&lt;br /&gt;
&lt;br /&gt;
Finally, wagons follow a completely different set of movement rules on ramps.  This can be &amp;lt;s&amp;gt;exploited&amp;lt;/s&amp;gt; used to create [[Wagon#Wagon-only_entrances|separate paths for wagons and other (walking) creatures]], for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze.&lt;br /&gt;
{{-}}&lt;br /&gt;
== Creating ramps ==&lt;br /&gt;
Dwarves may [[construction|construct]] ramps out of building materials such as [[stone]], [[wood]], [[block]]s, and [[bar]]s, but it is more common to dig them from natural walls (see [[mining]]).&lt;br /&gt;
&lt;br /&gt;
Digging ramps can be accomplished in two ways. Dwarves can carve ramps from any of the 8 adjacent spaces on the same z-level. Dwarves can similarly [[channel]] down from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space. Note that a [[stone]] may be left from the material on the level where the ramp had been designated, but a tile simultaneously dug ''above'' the ramp will never generate a stone; the upper level must be dug out separately for that chance.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
Natural or carved ramps that are adjacent to [[wall]]s will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result a slope, but leave the upper floor intact. This may create a [[cave-in]] situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved freestanding ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Removing ramps ==&lt;br /&gt;
Natural and carved ramps can be destroyed via the digging orders menu by pressing {{k|m|x|sep=&amp;amp;rarr;}}, using the in-game interface). Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in this manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way (however, you can build a floor on top of that ramp with {{k|b|n|f|sep=&amp;amp;rarr;}} and deconstruct it later - it will remove the ramp).&lt;br /&gt;
&lt;br /&gt;
Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|m}} -&amp;gt; {{k|x}}).&lt;br /&gt;
&lt;br /&gt;
== Ramps versus stairways ==&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.&lt;br /&gt;
&lt;br /&gt;
Unlike stairs, ramps do not work well with hatch covers. A dwarf standing on a hatch cover over a ramp will drop items he is carrying if the hatch opens, possibly injuring any dwarves below.&lt;br /&gt;
&lt;br /&gt;
== Ramping versus channeling ==&lt;br /&gt;
When digging shafts, ramps don't provoke climbing as easily as channels (which will do so in about five levels). You can channel bare floor with no wall (or only a pillar) below, resulting in a hole with no ramp. Falls can still hurt, though. Digging channels two levels above warm stone allows you to remove it without getting warm stone cancellations, and digging ramps 1z below wet stone similarly allows you to remove that.&lt;br /&gt;
&lt;br /&gt;
Digging progress only accumulates in revealed tiles, which means ramps or channels will behave differently when digging gets interrupted. Channels cannot be designated on buildings (including stockpiles). However, if a ''ramp'' is dug below one, the floor above remains intact, but items on the tile above the ramp will fall down as if the floor above the ramp had been removed.&lt;br /&gt;
&lt;br /&gt;
A ramp can be dug diagonally upwards while standing on a ramp, thus allowing you to reach 2 z-levels above the miner. This can be done even if there's a building, such as a bridge, above.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Gondor2222</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wagon&amp;diff=290510</id>
		<title>Wagon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wagon&amp;diff=290510"/>
		<updated>2023-02-11T12:04:32Z</updated>

		<summary type="html">&lt;p&gt;Gondor2222: Update steps for fixing no-wagons bug to dfhack alpha3.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=wagon_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=Wagon wood&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''This page is about the creature.  For the structure, see [[Wagon (embark)]]''&lt;br /&gt;
&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Wagons''' are special &amp;quot;[[creatures]]&amp;quot; used by [[human]] and [[Dwarf|dwarven]] [[caravan]]s. Wagons have a much greater hauling capacity than pack animals, increasing the imported goods available to your fortress and the capacity for exported goods. Surprisingly, despite their capacity and being the only multi-tile creature, wagons are only 1/5th the size (volume) of a dwarf - no wonder they scuttle so easily. Unfortunately, wagons require specific accommodations to reach your fortress: wagon-accessible paths must be three tiles wide, extend from natural-land tiles at the screen border to your [[trade depot]], and cannot contain [[trap]]s or [[pressure plate]]s.  If wagons are unable to find a path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the merchants' pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons which are destroyed, abandoned, or scuttled will leave behind a unique type of [[wood]]: wagon wood. Since they count as creatures, dead wagons can be [[memorial]]ized (though a [[ghost]]ly wagon has not yet been observed).{{cite talk/this|Wagon death, list in deceased list and memorialization bug reproduction}}&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences|preference]] for wagons, as they possess no {{token|PREFSTRING}}. As stated by their raw files, they exist as creatures only temporarily until moving siege engines are added to the game.&lt;br /&gt;
&lt;br /&gt;
== Depot Accessibility ==&lt;br /&gt;
'''There does not appear to be a way to check Wagon accessibility as of v50.04, the screenshots are from the previous version. '''&lt;br /&gt;
&lt;br /&gt;
Trade wagons will not visit your fort unless you have a noble with baron title or greater(count, duke, etc).&lt;br /&gt;
&lt;br /&gt;
[[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.]]&lt;br /&gt;
&lt;br /&gt;
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]]. &lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-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.&lt;br /&gt;
&lt;br /&gt;
Wagons will not appear on non-natural surface tiles at a map edge (such as a &amp;quot;bridge to nowhere&amp;quot;), though they can sometimes be encouraged to leave the map edge in such a manner. Wagons will also delay appearing at the map edge if their intended location is currently blocked by any other creature, similar to [[migrant]]s.&lt;br /&gt;
&lt;br /&gt;
=== Trade depots on different z-levels ===&lt;br /&gt;
&lt;br /&gt;
If your trade depot is underground, there needs to be a ramp that is at least 1x3, 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]].&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
When determining movement, a wagon has a 3x3 &amp;quot;footprint&amp;quot; (9 squares). However, for many purposes, only the center square is considered. Animals drawing the wagon are not considered for purposes of determining movement.&lt;br /&gt;
&lt;br /&gt;
Wagons can move horizontally across/through:&lt;br /&gt;
* Ordinary open ground&lt;br /&gt;
* Small plants, e.g. [[grass]], [[shrub]]s &lt;br /&gt;
* Constructed [[road]]s or [[floor]]s&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* Closed [[hatch cover]]s, even if they are over open space&lt;br /&gt;
* [[Ramp]]s (both &amp;quot;up&amp;quot; to the next z-level, and the empty hole over a ramp &amp;quot;down&amp;quot; to the next z-level below)&lt;br /&gt;
* Passable buildings (e.g. [[workshop]]s or [[restraint]]s)&lt;br /&gt;
* [[Creature]]s, apart from other wagons&lt;br /&gt;
* [[Gear assembly|Gear assemblies]] and horizontal [[axle]]s built on passable tiles&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' move horizontally across/through:&lt;br /&gt;
* Open space below&lt;br /&gt;
* [[Boulder]]s (can be [[smoothing|smoothed]] to make them passable)&lt;br /&gt;
* [[Trap]]s&lt;br /&gt;
* [[Pressure plate]]s&lt;br /&gt;
* Any type of [[stairs|stair]] tile, apart from a down stair with a hatch cover on top&lt;br /&gt;
* Impassable buildings (e.g. [[statue]]s)&lt;br /&gt;
* [[Door]]s, even if they are operated by [[lever]] and left open&lt;br /&gt;
* Drained [[murky pool]] or [[river]] tiles (constructing and, optionally, removing a floor or road on top will make them passable)&lt;br /&gt;
&lt;br /&gt;
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''.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
== Wagon-only entrances ==&lt;br /&gt;
&lt;br /&gt;
Wagons are able to navigate through certain entrances which other (walking) creatures cannot. Specifically, wagons can climb ramps that walking creatures consider to be &amp;quot;unusable&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
Note: Pack animals with caravans will not follow the &amp;quot;wagon only&amp;quot; route. However, that means your trapped route to your Trade Depot can be only 1 tile wide. &lt;br /&gt;
&lt;br /&gt;
An example: [http://www.bay12forums.com/smf/index.php?topic=125977.0]:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff] [#0ff]Z[#0ff]{{=}}[#0ff]0    [#0ff]Z[#0ff]{{=}}[#0ff]+[#0ff]1&lt;br /&gt;
▓+++▓  ▓▓▓▓▓&lt;br /&gt;
▓+▲+▓  ▓+▼+▓&lt;br /&gt;
▓+++▓  ▓+++▓&lt;br /&gt;
▓▓▓▓▓  ▓+++▓&lt;br /&gt;
▓+++▓  ▓+++▓&lt;br /&gt;
▓+▲+▓  ▓+▼+▓&lt;br /&gt;
▓+++▓  ▓▓▓▓▓&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another example, which uses slightly less space (note: this particular entrance is ''not'' a wagon-only entrance and is usable by creatures able to [[jump]]).&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff] [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]1   [#0ff]Z[#0ff]{{=}}[#0ff]0     &lt;br /&gt;
▓▓▓▓▓  ▓+++▓ &lt;br /&gt;
▓+++▓  ▓+++▓  &lt;br /&gt;
▓+▲+▓  ▓·▼·▓  &lt;br /&gt;
▓+++▓  ▓+++▓  &lt;br /&gt;
▓▓▓▓▓  ▓+++▓  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Yet another example, which allow wagons to move between z-levels [http://www.bay12forums.com/smf/index.php?topic=175067.0]:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff] [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]4    [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]3     [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]2    [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]1    [#0ff]Z[#0ff]{{=}}[#0ff]0     &lt;br /&gt;
▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓+++▓ &lt;br /&gt;
▓+++▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓+++▓  ▓▓+++▓  &lt;br /&gt;
▓+▲▼▓▓  ▓+▼+▓▓  ▓▓+++▓  ▓▓+▲+▓  ▓▓+▼+▓  &lt;br /&gt;
▓+++▓▓  ▓+▲+▓▓  ▓▓▼▲+▓  ▓▓+▼+▓  ▓▓▓▓▓▓  &lt;br /&gt;
▓▓▓▓▓▓  ▓+++▓▓  ▓▓+++▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  &lt;br /&gt;
▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== When do caravans bring wagons? ==&lt;br /&gt;
&lt;br /&gt;
As of v50.05, there are two requirements for a caravan to bring wagons for their goods.&lt;br /&gt;
&lt;br /&gt;
The first is that the civilization has access to wagon pullers through the [[Entity_token#COMMON_DOMESTIC_PULL|COMMON_DOMESTIC_PULL]] token. (The fact that elves lack this token in vanilla is the reason they do not bring wagons). This token can easily be added to vanilla civs by modifying the game's raws.&lt;br /&gt;
&lt;br /&gt;
The second is that the player's fort is either the current home of the [[monarch]] or that the site has been elevated to a landholding with an on-site living landholder such as a [[baron]], [[count]] or [[duke]]. Currently, these landholder titles corresponding to player forts will never be inherited, so if the holder of the title dies and the player's fort is not the residence of the monarch, caravans will permanently stop bringing wagons.&lt;br /&gt;
&lt;br /&gt;
Players using [[DFHack]] can work around the second issue by using the ``gui/gm-editor`` tool to edit the title assignment so that the title is reassigned to another (preferably less ''dead'') historical figure.&lt;br /&gt;
&lt;br /&gt;
Step by step instructions for fixing a corrupted or dead landholder position ***as of v50.05 and DFHack alpha3.1***:&lt;br /&gt;
&lt;br /&gt;
1. Backup your saves. The ``gm-editor`` tool can cause irreversible save file corruption.&lt;br /&gt;
&lt;br /&gt;
2. Select the unit you wish to make into a noble and run ``gui/gm-editor`` from the DFHack terminal or launcher. This will bring up a page where you can (s)earch for the unit's ``hist_figure_id``. Write down this id, which from now on will be referred to as ``desired_histfig_id`` in this guide.&lt;br /&gt;
&lt;br /&gt;
3. Now that you have the required hist_fig_id, run ``gui/gm-editor df.historical_entity.find(df.global.plotinfo.civ_id).positions.own``. This a list of **types** of titles your civilization can give out (e.g. monarch, duke). Find the entry with ``code`` equal to your desired position (e.g. ``COUNT``, ``DUKE``, ``BARON``). Note the ``id`` for this entry, which from now on will be referred to as ``desired_position_id`` in this guide.&lt;br /&gt;
&lt;br /&gt;
4. Run ``gui/gm-editor df.global.plotinfo``. (s)earch for both ``civ_id`` (write this down for later, we will call it ``desired_civ_id``) and ``site_id`` (write down as well, we will call it ``desired_site_id``).&lt;br /&gt;
&lt;br /&gt;
5. Run ``gui/gm-editor ``df.world_site.find(df.global.plotinfo.site_id).entity_links``. Find the link here where ``entity_id`` is equal to ``desired_civ_id``. This is the game's information for connections between your site and your civ. Write down the value in ``position_profile_id``; we will refer this to ``desired_position_assignment_id`` in this guide.&lt;br /&gt;
&lt;br /&gt;
6. Run ``gui/gm-editor df.historical_entity.find(df.global.plotinfo.civ_id).positions.assignments. This is a list of **actual titles** given out by your civ. Find the entry where ***``id``*** is equal to ``desired_position_assignment_id`` (in these entries, confusingly, ``id`` is the position_assignment_id, and ``position_id`` is the id of the **type** of title in ``positions.own`` from step 3.) This entry is the actual created title for your site (e.g. &amp;quot;Count of Boatmurders&amp;quot;), while the entry from step 3 is essentially just the information for &amp;quot;A count&amp;quot;. Here you can replace `histfig` and `histfig2` with ``desired_histfig_id`` from step 2. The game should immediately after this recognize the new noble and display them in the nobles screen, but the noble will **not** recognize this title in their ``groups`` tab until you follow the final steps.&lt;br /&gt;
&lt;br /&gt;
7. Run ``gui/gm-editor df.historical_figure.find(&amp;lt;desired_histfig_id&amp;gt;).entity_links``. This is essentially where civ-level information on the unit's ``groups`` tab is stored. Use Alt+i to insert a new value; enter the type name ``histfig_entity_link_positionst`` when prompted. Once the value is created, open it. Enter ``desired_civ_id`` from step 4 as ``entity_id``, enter ``100`` for ``link_strength``, enter ``desired_position_assignment_id`` for ``assignment_id``. ``start_year`` is up to you; this is what legends will use to determine the date this character was elevated to a noble. The current year is the simplest option, though any year after the site's founding and where the desired noble is an adult will work fine.&lt;br /&gt;
&lt;br /&gt;
[[File:wood_wagon.jpg|thumb|400px|center|&amp;quot;Now to get another wagon for NON-alcohol items.&amp;quot;]]&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Wagons can become &amp;quot;stuck&amp;quot; in obstacles.{{bug|5418}}&lt;br /&gt;
* Wagon pathing problems can result in caravan collisions.{{bug|5687}}&lt;br /&gt;
* It's possible for a dwarf to have a preference for &amp;quot;wagon wood&amp;quot;.{{Bug|3676}}&lt;br /&gt;
* Wagons are listed as &amp;quot;deceased&amp;quot; after being scuttled.&lt;br /&gt;
* Wagon despawns, becoming listed as &amp;quot;Missing&amp;quot; and causing the caravan to flee.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*If you happen to be playing ''as'' a wagon (presumably through some clever [[modding]]) in Adventurer mode, you can receive a message that you have been scuttled.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Gondor2222</name></author>
	</entry>
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