Dwarf Fortress Bug Tracker - Dwarf Fortress |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0005351 | Dwarf Fortress | Dwarf Mode -- Trade | public | 2012-02-20 22:46 | 2014-08-26 09:54 |
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Reporter | beef623 | |
Assigned To | Toady One | |
Priority | normal | Severity | major | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | |
Platform | | OS | Windows | OS Version | 7 |
Product Version | 0.34.02 | |
Target Version | | Fixed in Version | 0.40.09 | |
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Summary | 0005351: Wagons don't unload fast enough to allow trading, may need NO_THOUGHT_CENTER_FOR_MOVEMENT |
Description | A caravan showed up with 2 wagons. It didn't have any trouble getting to my depot, but it wasn't able to get unloaded before it left, leaving no opportunity to trade. |
Steps To Reproduce | |
Additional Information | |
Tags | Probable Quick Fix |
Relationships | related to | 0003392 | confirmed | Footkerchief | Trade capacities are way too high | has duplicate | 0005826 | resolved | Footkerchief | Seasonal change - no more trade option at Depot to trade | has duplicate | 0007935 | resolved | Footkerchief | human caravan comes to depot 2 wagons remain ontop of depot and do not unpack and then leave without unpacking at normal time | related to | 0006189 | acknowledged | Footkerchief | Wagons of different races cannot pass each other. |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2012-02-20 22:46 | beef623 | New Issue | |
2012-02-20 23:05 | beef623 | Note Added: 0020330 | |
2012-02-21 05:37 | Granite26 | Note Added: 0020356 | |
2012-02-21 06:24 | malvado | Note Added: 0020359 | |
2012-02-21 06:38 | Footkerchief | Relationship added | duplicate of 0003392 |
2012-02-21 06:38 | Footkerchief | Note Added: 0020360 | |
2012-02-21 06:48 | kwieland | Note Added: 0020363 | |
2012-03-04 00:08 | etherflan | Issue Monitored: etherflan | |
2012-04-23 06:57 | Footkerchief | Relationship replaced | related to 0003392 |
2012-04-23 06:58 | Footkerchief | Relationship added | has duplicate 0005826 |
2012-04-30 19:27 | hyp3r4ctive | Note Added: 0022405 | |
2012-04-30 19:31 | hyp3r4ctive | Note Edited: 0022405 | bug_revision_view_page.php?bugnote_id=0022405#r8357 |
2012-09-11 20:51 | Footkerchief | Relationship added | related to 0006189 |
2013-01-07 16:58 | Quietust | Note Added: 0023824 | |
2014-02-07 12:32 | Quietust | Note Added: 0024503 | |
2014-02-09 11:03 | Footkerchief | Tag Attached: Probable Quick Fix | |
2014-02-09 11:03 | Footkerchief | Summary | Wagons don't unload fast enough to allow trading => Wagons don't unload fast enough to allow trading, may need NO_THOUGHT_CENTER_FOR_MOVEMENT |
2014-08-10 13:43 | Footkerchief | Relationship added | has duplicate 0007935 |
2014-08-10 13:43 | Footkerchief | Assigned To | => Footkerchief |
2014-08-10 13:43 | Footkerchief | Status | new => confirmed |
2014-08-13 11:57 | Toady One | Status | confirmed => resolved |
2014-08-13 11:57 | Toady One | Fixed in Version | => Next Version |
2014-08-13 11:57 | Toady One | Resolution | open => fixed |
2014-08-13 11:57 | Toady One | Assigned To | Footkerchief => Toady One |
2014-08-14 12:15 | Button | Issue Monitored: Button | |
2014-08-26 09:54 | Button | Issue End Monitor: Button | |
Notes |
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Second caravan with wagons didn't have this problem. |
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As a workaround, try restricting the path to your depot so that the wagon is forced to appear closer on the map. If there is a path to your depot from some part of the edge, the caravan will appear there and not somewhere it can't access the depot from. That means that you can block off a specific road to the depot from the nearest edge, and force the wagons to appear there.
That said, I've noticed that seasons, and time in general, seem to be passing a bit faster than they used to. It could just be me, though. |
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I honestly think that Caravans should prefer to appear on Road tiles linking to your fortress and not randomly on whatever edge they desire. Also they should try to stick to the road as much as possible allowing Fortress design to actually plan for proper protection of incoming caravans vs ambushers and golins etc. |
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This is probably one of the effects of 0003392. |
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Unloading is a process that happens even when the game is "paused" for designations, etc. If you want them to unload (and you're sure they are all at the depot), pause the game and hold down the mouse to designate something. You should see the depot spin to life as they unload all the stuff. When it slows down to a normal blinking, they are done. Don't forget to remove any designations :) |
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(0022405)
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hyp3r4ctive
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2012-04-30 19:27
(edited on: 2012-04-30 19:31) |
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This problem still persists in 34.07. They appeared on one of the two closest edges on a 4X4 map, and didn't take long to reach the depot. I wish I had the forethought to use the pause trick, but it really should not be necessary at all since they didn't take long to arrive. If they run on a timer for trading, the timer should only start when they have finished offloading their goods. Just a suggestion.
Or even better, if the caravans come with wagons, they don't unload them, they just park them in the depot and the broker rifles through the wagons for what he wants. Then the unloading of purchased goods and loading of sold goods takes place before they leave.
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The ability to fast-unload (and fast-reload) by placing designations was fixed in version 0.34.11, so if they're still taking more than 2 months to load up and leave then there's probably something very wrong with them... |
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As I mentioned in 0003392, wagons may be getting slowed down due to not having the appropriate tokens in their raws. Notably, adding [NO_THOUGHT_CENTER_FOR_MOVEMENT] causes them to move significantly faster, closer to their speed back in 40d.
Adding [MUSCULAR], [STRUCTURAL], and [FUNCTIONAL] to their WOOD tissue may also help - all other inorganic creatures (e.g. bronze colossus, iron man, amethyst man, gabbro man) have those tokens, so it's surprising that wagons don't. |
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