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Difference between revisions of "v0.31 Talk:Wagon"
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== Starting embark had no wagon(!) == | == Starting embark had no wagon(!) == | ||
I started a new fortress today and my dwarves and all their embark posessions were placed on the highest a single grass tile, surrounded on three sides (E, SE and S) by downward slopes. There was no space for my 3x3 wagon and as a result it wasn't generated! The embark site had plenty of flat spaces to hold my Wagon, but it chose the (possibly the one and only) spot that it couldn't generate on. This would be a problem if you were relying on the wagon for deconstruction for the wood... Bug? [[User:Kalon|Kalon]] 01:34, 30 September 2011 (UTC) | I started a new fortress today and my dwarves and all their embark posessions were placed on the highest a single grass tile, surrounded on three sides (E, SE and S) by downward slopes. There was no space for my 3x3 wagon and as a result it wasn't generated! The embark site had plenty of flat spaces to hold my Wagon, but it chose the (possibly the one and only) spot that it couldn't generate on. This would be a problem if you were relying on the wagon for deconstruction for the wood... Bug? [[User:Kalon|Kalon]] 01:34, 30 September 2011 (UTC) | ||
+ | :Sometimes the terrain glitches like that, but it's also possible to get no wagon if you embark in a very hilly region (i.e. such that there are no 3x3 areas of flat ground). --[[User:Quietust|Quietust]] 03:04, 30 September 2011 (UTC) |
Revision as of 03:04, 30 September 2011
No Wagons in Caravans
Has anyone seen the caravan arrive with wagons? I haven't seen it yet.
- Me neither, a bug perhaps? 24.255.86.193
- Note: Wagons appear to have been removed since DF 31.01. Toady has not yet signaled if this is a bug or not.--Albedo 04:51, 20 April 2010 (UTC)
- It's almost definitely a bug - wagons are most definitely still present in the raws, and Toady stated somewhere on the forums that they are supposed to be showing up. Upon closer examination, I'm suspecting the lack of [NO_THOUGHT_CENTER_FOR_MOVEMENT] and the various tissue properties (compare Template:L and Template:L and notice all of the extra tokens) may be at least partially responsible. --Quietust 04:37, 12 October 2010 (UTC)
- Unfortunately, a quick test suggests that this is not the cause of the lack of wagons. --Quietust 14:52, 12 October 2010 (UTC)
- It's almost definitely a bug - wagons are most definitely still present in the raws, and Toady stated somewhere on the forums that they are supposed to be showing up. Upon closer examination, I'm suspecting the lack of [NO_THOUGHT_CENTER_FOR_MOVEMENT] and the various tissue properties (compare Template:L and Template:L and notice all of the extra tokens) may be at least partially responsible. --Quietust 04:37, 12 October 2010 (UTC)
- Note: Wagons appear to have been removed since DF 31.01. Toady has not yet signaled if this is a bug or not.--Albedo 04:51, 20 April 2010 (UTC)
Attempts to mod them in
I have attempted to reduce [TRADE_CAPACITY] of every creature that had it to 10 times less and adding [WAGON_PULLER]. Caravans came with 10 times less goods but no wagons. Maybe adding all these can help?
[FREQUENCY:100] [LARGE_ROAMING] [POPULATION_NUMBER:15:30] [NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION] [NOTHOUGHT][NOEXERT] [NO_DIZZINESS] [NO_FEVERS] [NO_DRINK][NO_EAT][NO_SLEEP] [CANNOT_UNDEAD] [NOT_BUTCHERABLE] [NOFEAR] [NOBONES] [NO_THOUGHT_CENTER_FOR_MOVEMENT]
Copied these from both common domestic cow and gabbro man. The idea is to find at what point the difference between a cow and a wagon causes the latter to not exist. [NOFEAR] may be a little too much :) --Another 13:21, 21 October 2010 (UTC)
- Back in 40d, [EQUIPMENT_WAGON] implied [NOT_BUTCHERABLE], [NOEXERT], [NOPAIN], [NOSTUN], [NONAUSEA], [NOBLEED], [NOEMOTION], [NOSTUCKINS], [SEVERONBREAKS], [NOSKULL], [NOSKIN], [NOBONES], [NOMEAT], [PARALYZEIMMUNE], [NOFEAR], [NOSMELLYROT], [NOTHOUGHT], [NOBREATHE], [NO_GENDER], [NO_EAT], [NO_DRINK], and [NO_SLEEP]. Looking at a disassembly of version 0.31.16, this no longer appears to be the case, so it'd probably be worth trying to add all of the above tokens (plus [NO_DIZZINESS]+[NO_FEVERS]) except for NOT_BUTCHERABLE (which is already there), SEVERONBREAKS+NO_GENDER+NOBLEED (which don't exist anymore), and possibly NOSKULL+NOSKIN+NOBONES+NOMEAT+NOSMELLYROT (which may or may not actually do anything in 0.31 - they're currently used only on the Template:L). --Quietust 15:43, 21 October 2010 (UTC)
- Additionally, note above that I've already tried adding [NO_THOUGHT_CENTER_FOR_MOVEMENT] and altering the WOOD tissue to include [MUSCULAR][FUNCTIONAL][STRUCTURAL][RELATIVE_THICKNESS:1][CONNECTS][TISSUE_SHAPE:LAYER], but that alone wasn't enough. --Quietust 15:50, 21 October 2010 (UTC)
Starting embark had no wagon(!)
I started a new fortress today and my dwarves and all their embark posessions were placed on the highest a single grass tile, surrounded on three sides (E, SE and S) by downward slopes. There was no space for my 3x3 wagon and as a result it wasn't generated! The embark site had plenty of flat spaces to hold my Wagon, but it chose the (possibly the one and only) spot that it couldn't generate on. This would be a problem if you were relying on the wagon for deconstruction for the wood... Bug? Kalon 01:34, 30 September 2011 (UTC)
- Sometimes the terrain glitches like that, but it's also possible to get no wagon if you embark in a very hilly region (i.e. such that there are no 3x3 areas of flat ground). --Quietust 03:04, 30 September 2011 (UTC)