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}}{{av}}{{buggy}}
 
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A '''trade depot''' is a [[building]] that allows you to engage in [[trading]] with the [[caravan]]s that arrive at your fortress. Trade depots can be created from almost any building material. Three materials must be used to build the trade depot, with the oldest* material chosen serving as the main material to determine color and "material" as labeled; the color is visible immediately upon confirming the construction order.  
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A '''trade depot''' is a [[building]] that allows you to engage in [[trading]] with [[caravan]]s that arrive at your fortress. Trade depots can be created from almost any building material. Three materials must be used to build the trade depot, with the oldest* material chosen serving as the main material to determine color and "material" as labeled; the color is visible immediately upon confirming the construction order.  
  
 
(* i.e. the first material created or imported on your map, by chronological order.{{cite forum|134816/4867108}})
 
(* i.e. the first material created or imported on your map, by chronological order.{{cite forum|134816/4867108}})
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The visiting merchant(s) always stands at the upper side of the center table of the depot, while the player's [[broker]] stands at the opposide lower side. Graphically, the left side of the depot will show the visitor merchants' trade goods, while the right side shows items the player is setting up to trade.
 
The visiting merchant(s) always stands at the upper side of the center table of the depot, while the player's [[broker]] stands at the opposide lower side. Graphically, the left side of the depot will show the visitor merchants' trade goods, while the right side shows items the player is setting up to trade.
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== Depot accessibility ==
  
== Depot accessibility ==
 
{{main|Wagon#Depot_Accessibility|l1=Depot Accessibility|Wagon#Movement|l2=Wagon Movement}}
 
 
There is no visual indicator of wagon accessibility. For a tile to be “Wagon accessible” it must be navigable between both the tile and the depot *and* the tile and the map edge. If you are trying to constrain wagons to a certain path, ''only'' the desired path should be accessible. ''Warning:'' If the map has an extremely large amount of [[tree]]s (Heavily Forested) there may not be any way for the caravan to get to your depot, unless you chop down a path for the wagons.
 
There is no visual indicator of wagon accessibility. For a tile to be “Wagon accessible” it must be navigable between both the tile and the depot *and* the tile and the map edge. If you are trying to constrain wagons to a certain path, ''only'' the desired path should be accessible. ''Warning:'' If the map has an extremely large amount of [[tree]]s (Heavily Forested) there may not be any way for the caravan to get to your depot, unless you chop down a path for the wagons.
  
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=== Move Goods to/from Depot ===
 
=== Move Goods to/from Depot ===
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stocks]] menu ({{k|k}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.
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{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stocks]] menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.
  
 
Items stored in [[bin]]s, [[bag]]s or [[barrel]]s will be shown under the category of their respective containers, not under the category of the items themselves. For instance, if all of your [[gem]]s are stored in a wooden bin, no "gem" category will appear in the move goods menu; the gems will be found under "bins." It is not possible to move these items individually. To bring them to the trading depot, you must select the entire container.
 
Items stored in [[bin]]s, [[bag]]s or [[barrel]]s will be shown under the category of their respective containers, not under the category of the items themselves. For instance, if all of your [[gem]]s are stored in a wooden bin, no "gem" category will appear in the move goods menu; the gems will be found under "bins." It is not possible to move these items individually. To bring them to the trading depot, you must select the entire container.
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{{K|t}}: This option becomes available once the caravan unloading their goods at the depot and your trader is at the depot; it begins [[trading]]. If more than one set of merchants is using the trade depot, you will be given the option of who you want to trade with.
 
{{K|t}}: This option becomes available once the caravan unloading their goods at the depot and your trader is at the depot; it begins [[trading]]. If more than one set of merchants is using the trade depot, you will be given the option of who you want to trade with.
  
== Adventure mode ==
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== Trade depot in adventure mode ==
In [[adventure mode]], a trade depot can be found in the surface structure of procedurally generated [[fortress]]es. It is usually filled with trade goods and people like [[noble]]s, [[farmer]]s, [[Craftsdwarf|craftsdwarves]], and a [[broker]], though in ruined fortresses there might not be any people. The player can talk to the people in the depot and then select the "Trade and settle debt" option to trade with them. Usually [[food]], copper/iron [[armor]], cut [[gem]]s, and [[clothing]] can be [[Trade|purchased]] in large quantities in these trade depots.
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In [[adventure mode]], [[Quester|player]] can also find trade depot on the surface layer of a procedurally generated [[fortress]]. It is always filled to brim with trade goods and peoples, usually [[nobles]], [[Farmer|farmers]], [[Craftsdwarfs|craftsdwarves]] and a [[broker]]. Player can talk to these people in the depot and then select "Trade and settle debt" option to trade with them. Usually [[Food|foods]], copper/iron [[Armor|armors]], cut [[gem]],and [[clothing]] can be [[Trade|purchased]] in large quantities in these trade depot.
  
 
== Bugs ==
 
== Bugs ==

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