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40d:Wagon

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Revision as of 17:42, 31 July 2010 by Quietust (talk | contribs) (caravan wagons should really have their own page - after all, they are creatures)
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Template:CreatureInfo

This article is about an older version of DF.
A depot in the fortress, with a narrow, trapped accessway.
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 Template:Ls. All races except elves and goblins will send wagons with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports. Unfortunately, wagons require paths that are three tiles wide to pass. If 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.

Wagons cannot cross Template:Ls or Template:Ls (even if the doors span an area ordinarily wide enough for the wagon to pass). Obstructing Template:Ls must be smoothed ( d - s ), and Template:Ls must be cut down ( d - t ). Template:Ls do not obstruct wagons, and neither do Template:Ls, Template:Ls, Template:Ls, or Template:L tiles. (However, ramps covered by a Template:L do obstruct.) The impassable tiles of Template:Ls and other buildings will obstruct, but the passable tiles of those buildings will not. Any buildings which are normally passable, including Template:Ls and Template:Ls, will not obstruct wagons either, nor will creatures, whether restrained or free.

To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any Template:L tiles that make up part of the path. Ramps must be used to adjust Template:L elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.

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, 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 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 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.

Races
DwarfElfGoblinHumanKobold
Animals
AlligatorBeak dogBilouBlack-crested gibbonBlack-handed gibbonBlack bearBonoboCatCave crocodileCheetahChimpanzeeCougarCowDeerDogDonkeyElephantElkFoxGazelleGiant batGiant cave spiderGiant cave swallowGiant cheetahGiant desert scorpionGiant eagleGiant jaguarGiant leopardGiant lionGiant moleGiant olmGiant ratGiant tigerGiant toadGorillaGray gibbonGrimelingGrizzly bearGroundhogHarpyHippoHoary marmotHorseIce wolfJaguarLarge ratLeopardLionMandrillMountain goatMuleMuskoxNaked mole dogOne-humped camelOrangutanPileated gibbonPolar bearRaccoonRhesus macaqueSaltwater crocodileSasquatchSiamangSilvery gibbonTigerTwo-humped camelUnicornWarthogWhite-browed gibbonWhite-handed gibbonWolf
Aquatic
Humanoids
Semi-Megabeasts
Megabeasts
Nonexistent