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Difference between revisions of "v0.34:Wagon"

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(Removed verification for wagons not being able to cross doors; they can't as of 34.06)
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{{quality|Exceptional|18:27, 28 April 2011 (UTC)}}
 
{{quality|Exceptional|18:27, 28 April 2011 (UTC)}}
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{{creaturelookup/0|contrib=no|death=item|item=Wagon wood|wiki=yes}}
{{creaturelookup/0|contrib=no}}
 
 
{{av}}
 
{{av}}
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{{buggy}}
 
''(For information on the wagon carrying your goods during embark, see [[Wagon (embark)]].)''
 
''(For information on the wagon carrying your goods during embark, see [[Wagon (embark)]].)''
 
----
 
----
 
{{creaturedesc}}
 
{{creaturedesc}}
 
+
<!--
 +
Traps currently block wagons -- hiding these screenshots which suggest otherwise
 
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]
 
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]
 
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]
 
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]
 +
-->
 +
 +
'''Wagons''' are special "creatures" 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.  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.
 +
 +
Wagons '''cannot''' move through [[trap]]s, [[pressure plate]]s, [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass) or cross upward or downward [[stair]]s, though wagons can move across downward stairs covered by a (closed) [[hatch cover]].  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[Hatch cover|hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any other buildings which are normally passable, including [[restraint]]s, will not obstruct wagons either, nor will creatures (except other wagons). A drained [[murky pool]] tile will block trade depot access; paving over the tile  (and optionally removing the road/floor) will allow wagons to cross it. To keep trees and boulders from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path. 
 +
 +
Ramps can be used by wagons to adjust [[z-level]] elevation. Note that 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''.
 +
 +
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. 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 "depot accessible" on the depot access screen.
  
'''Wagons''' are special creatures used by [[caravan]]s. Both [[Human]]s and [[Dwarf|dwarves]] are meant to send wagons with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exportsUnfortunately, wagons require paths that are three tiles wide to passIf wagons are unable to find an open 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 pack animals.  
+
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 depotIf there is only one path they can take, they will take that pathYou 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.
  
Wagons '''cannot''' cross [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass) or upward or downward [[stair]]s, though wagons can move across downward stairs covered by a [[hatch cover]].  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[Hatch cover|hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.
+
Wagons will not appear on non-natural surface tiles at a map edge (such as a "bridge to nowhere"), 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.
  
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation.
+
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}}
  
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot, not the edge of the map. Even though you see a green area around your depot, it may not be accessible. 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}}sWhen 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 "depot accessible" on the depot access screen.
+
==Wagon-only entrances==
 +
Wagons are able to navigate through certain entrances which other (walking) creatures cannot.  Specificially, wagons can climb ramps that walking creatures consider to be "unusuable". 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.   
  
As long as you have a three-tile wide path to the depot that reaches ''any'' 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 caravans will always prefer to enter the map at a wagon-accessible point if one exists, so this can also be used for Elven caravans as well.
+
An example: [http://www.bay12forums.com/smf/index.php?topic=125977.0]:
 +
{{diagram|spaces=yes|\
 +
[#0ff]Z[#0ff]{{=}}[#0ff]0    [#0ff]Z[#0ff]{{=}}[#0ff]1
 +
▓+++▓  ▓▓▓▓▓
 +
▓▲▲▲▓  ▓▼▼▼▓
 +
▓+++▓  ▓+++▓
 +
▓▓▓▓▓  ▓+++▓
 +
▓+++▓  ▓+++▓
 +
▓▲▲▲▓  ▓▼▼▼▓
 +
▓+++▓  ▓▓▓▓▓
 +
}}
  
Note that 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 levelWith 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''.
+
Another example, which uses slightly less space.
 +
{{diagram|spaces=yes|\
 +
[#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]1  [#0ff]Z[#0ff]{{=}}[#0ff]0   
 +
▓▓▓▓▓ ▓+++▓
 +
▓+++▓  ▓+++▓ 
 +
▓▲▲▲▓  ▓▼▼▼▓ 
 +
▓+++▓  ▓+++▓ 
 +
▓▓▓▓▓  ▓+++▓ 
 +
}}
  
 
==Bugs==
 
==Bugs==
 +
*Wagons can become "stuck" in obstacles.{{bug|5418}}
 +
*Wagon pathing problems can result in caravan collisions.{{bug|5687}}
 
*It's possible for a dwarf to have a preference for "wagon wood".{{Bug|3676}}
 
*It's possible for a dwarf to have a preference for "wagon wood".{{Bug|3676}}
 +
*It is possible for a wagon to be listed as "deceased" after removing it.
  
 
{{gamedata}}
 
{{gamedata}}
 
{{Creatures}}
 
{{Creatures}}

Latest revision as of 14:05, 31 May 2014

Wagon

W

Biome

Attributes

· Genderless

Cannot be tamed 
Size
Max: 12,000 cm3

Age
Adult at: Birth
Max age: Immortal
Becomes after death

Wagon wood

Wikipedia article

This article is about an older version of DF.

(For information on the wagon carrying your goods during embark, see Wagon (embark).)


A rolling platform for carrying passengers or cargo.

Wagons are special "creatures" used by Human and Dwarven caravans. Wagons have a much greater hauling capacity than pack animals, increasing the imported goods available to your fortress and the capacity for exported goods. 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 traps or pressure plates. 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.

Wagons cannot move through traps, pressure plates, doors (even if the doors span an area ordinarily wide enough for the wagon to pass) or cross upward or downward stairs, though wagons can move across downward stairs covered by a (closed) hatch cover. Obstructing boulders must be smoothed ( d - s ), and trees must be cut down ( d - t ). Shrubs do not obstruct wagons, and neither do ramps, bridges, roads, or floor tiles. (However, ramps covered by a hatch do obstruct.) The impassable tiles of workshops and other buildings will obstruct, but the passable tiles of those buildings will not. Any other buildings which are normally passable, including restraints, will not obstruct wagons either, nor will creatures (except other wagons). A drained murky pool tile will block trade depot access; paving over the tile (and optionally removing the road/floor) will allow wagons to cross it. To keep trees and boulders from growing and blocking a path, you should build roads, bridges, or floor tiles over any soil tiles that make up part of the path.

Ramps can be used by wagons to adjust z-level elevation. Note that 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.

After a trade depot is built, you can use D to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. 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 Ws 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 Ws. 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 "depot accessible" on the depot access screen.

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 Elven caravans as well.

Wagons will not appear on non-natural surface tiles at a map edge (such as a "bridge to nowhere"), 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.

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 memorialized (though a ghostly wagon has not yet been observed).[1]

Wagon-only entrances[edit]

Wagons are able to navigate through certain entrances which other (walking) creatures cannot. Specificially, wagons can climb ramps that walking creatures consider to be "unusuable". 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.

An example: [1]:

Z = 0 Z = 1
+ + +
+ + + + + +
+ + +
+ + + + + +
+ + +

Another example, which uses slightly less space.

Z = - 1 Z = 0
+ + +
+ + + + + +
+ + + + + +
+ + +

Bugs[edit]

  • Wagons can become "stuck" in obstacles.Bug:5418
  • Wagon pathing problems can result in caravan collisions.Bug:5687
  • It's possible for a dwarf to have a preference for "wagon wood".Bug:3676
  • It is possible for a wagon to be listed as "deceased" after removing it.
Races
DwarfElfGoblinHumanKobold
Subterranean
animal people
Birds
Albatross (man, giant) • Barn owl (man, giant) • Bushtit (man, giant) • Cassowary (man, giant) • Cockatiel (man, giant) • Crow (man, giant) • Eagle (man, giant) • Emu (man, giant) • Great horned owl (man, giant) • Grey parrot (man, giant) • Hornbill (man, giant) • Kakapo (man, giant) • Kea (man, giant) • Kestrel (man, giant) • Kiwi (man, giant) • Loon (man, giant) • Lorikeet (man, giant) • Magpie (man, giant) • Masked lovebird (man, giant) • Osprey (man, giant) • Ostrich (man, giant) • Parakeet (man, giant) • Peach-faced lovebird (man, giant) • Penguin (little, emperor, man, giant) • Peregrine falcon (man, giant) • Puffin (man, giant) • Raven (man, giant) • Snowy owl (man, giant) • Sparrow (man, giant) • Swan (man, giant) • White stork (man, giant) • Wren (man, giant)
Bugs
Bark scorpion (man, giant) • Brown recluse spider (man, giant) • Damselfly (man, giant) • Grasshopper (man, giant) • Jumping spider (man, giant) • Louse (man, giant) • Mantis (man, giant) • Moon snail (man, giant) • Mosquito (man, giant) • Moth (man, giant) • Slug (man, giant) • Snail (man, giant) • Thrips (man, giant) • Tick (man, giant)
Desert
Desert tortoise (man, giant) • Gila monster (man, giant) • Leopard gecko (man, giant)
Domestic
AlpacaBlue peafowlCatCavyChickenCowDogDonkeyDuckGoatGooseGuineafowlHorseLlamaMulePigRabbitReindeerSheepTurkeyWater buffaloYak
Mountain
Ocean
AngelsharkBasking sharkBlacktip reef sharkBlue sharkBluefin tunaBluefishBull sharkCodCoelacanthCommon skateConger eelCrab (man, giant) • Cuttlefish (man, giant) • Elephant seal (man, giant) • Frill sharkGiant grouperGreat barracudaGreat white sharkHalibutHammerhead sharkHarp seal (man, giant) • Horseshoe crab (man, giant) • Leopard seal (man, giant) • Longfin mako sharkManta rayMarlinMilkfishNarwhal (man, giant) • Nautilus (man, giant) • Nurse sharkOcean sunfishOctopus (man, giant) • OpahOrca (man, giant) • Sea lampreyShortfin mako sharkSperm whale (man, giant) • Spiny dogfishSponge (man, giant) • Spotted wobbegong • Squid (man, giant) • StingraySturgeonSwordfishTiger sharkWalrusWhale sharkWhitetip reef shark
River/Lake
Axolotl (man, giant) • Beaver (man, giant) • CarpHippo • Leech (man, giant) • Longnose garMink (man, giant) • Otter (river, sea, man, giant) • PikePlatypus (man, giant) • Pond turtle (man, giant) • Snapping turtle (common, alligator, man, giant) • Tigerfish
Temperate
Adder (man, giant) • AlligatorBadger (man, giant) • Black bearBobcat (man, giant) • BuzzardCapybara (man, giant) • Coati (man, giant) • Copperhead snake (man, giant) • CougarCoyote (man, giant) • DeerDingo (man, giant) • Echidna (man, giant) • FoxGray langur (man, giant) • Green tree frog (man, giant) • Grizzly bearGroundhogHare (man, giant) • Ibex (man, giant) • Kangaroo (man, giant) • Kingsnake (man, giant) • Koala (man, giant) • Moose (man, giant) • Opossum (man, giant) • Panda (man, giant) • Porcupine (man, giant) • RaccoonRattlesnake (man, giant) • Red panda (man, giant) • Rhesus macaqueSkunk (man, giant) • Weasel (man, giant) • Wild boar (man, giant) • WolfWombat (man, giant)
Tropical
Aardvark (man, giant) • Anaconda (man, giant) • Armadillo (man, giant) • Aye-aye (man, giant) • BilouBlack mamba (man, giant) • Black-crested gibbonBlack-handed gibbonBonoboBushmaster (man, giant) • Capuchin (man, giant) • Cheetah (giant) • ChimpanzeeElephantGazelleGiant desert scorpionGiant tortoise (man, giant) • GiraffeGorillaGray gibbonHoney badgerHyena (man, giant) • Impala (man, giant) • Jackal (man, giant) • Jaguar (giant) • King cobra (man, giant) • Leopard (giant) • Lion (giant) • Lion tamarin (man, giant) • MandrillMongoose (man, giant) • Monitor lizard (man, giant) • Ocelot (man, giant) • One-humped camelOrangutanPangolin (man, giant) • Pileated gibbonPython (man, giant) • RhinocerosSaltwater crocodileSiamangSilvery gibbonSloth (man, giant) • Sloth bear (man, giant) • Spider monkey (man, giant) • Tapir (man, giant) • Tiger (giant, man) • Two-humped camelVultureWarthogWhite-browed gibbonWhite-handed gibbon
Tundra
ElkLynx (man, giant) • MuskoxPolar bearStoat (man, giant)
Subterranean
Mammals
Flying squirrel (man, giant) • Hamster (man, giant) • Hedgehog (man, giant)
Miscellaneous
Semi-Megabeasts
Megabeasts
Nonexistent