Dwarf Fortress Bug Tracker - Dwarf Fortress
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0005351Dwarf FortressDwarf Mode -- Tradepublic2012-02-20 22:462014-08-26 09:54
beef623 
Toady One 
normalmajorhave not tried
resolvedfixed 
Windows7
0.34.02 
0.40.09 
0005351: Wagons don't unload fast enough to allow trading, may need NO_THOUGHT_CENTER_FOR_MOVEMENT
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.
Probable Quick Fix
related to 0003392confirmed Footkerchief Trade capacities are way too high 
has duplicate 0005826resolved Footkerchief Seasonal change - no more trade option at Depot to trade 
has duplicate 0007935resolved 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 0006189acknowledged Footkerchief Wagons of different races cannot pass each other. 
Issue History
2012-02-20 22:46beef623New Issue
2012-02-20 23:05beef623Note Added: 0020330
2012-02-21 05:37Granite26Note Added: 0020356
2012-02-21 06:24malvadoNote Added: 0020359
2012-02-21 06:38FootkerchiefRelationship addedduplicate of 0003392
2012-02-21 06:38FootkerchiefNote Added: 0020360
2012-02-21 06:48kwielandNote Added: 0020363
2012-03-04 00:08etherflanIssue Monitored: etherflan
2012-04-23 06:57FootkerchiefRelationship replacedrelated to 0003392
2012-04-23 06:58FootkerchiefRelationship addedhas duplicate 0005826
2012-04-30 19:27hyp3r4ctiveNote Added: 0022405
2012-04-30 19:31hyp3r4ctiveNote Edited: 0022405bug_revision_view_page.php?bugnote_id=0022405#r8357
2012-09-11 20:51FootkerchiefRelationship addedrelated to 0006189
2013-01-07 16:58QuietustNote Added: 0023824
2014-02-07 12:32QuietustNote Added: 0024503
2014-02-09 11:03FootkerchiefTag Attached: Probable Quick Fix
2014-02-09 11:03FootkerchiefSummaryWagons 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 13:43FootkerchiefRelationship addedhas duplicate 0007935
2014-08-10 13:43FootkerchiefAssigned To => Footkerchief
2014-08-10 13:43FootkerchiefStatusnew => confirmed
2014-08-13 11:57Toady OneStatusconfirmed => resolved
2014-08-13 11:57Toady OneFixed in Version => Next Version
2014-08-13 11:57Toady OneResolutionopen => fixed
2014-08-13 11:57Toady OneAssigned ToFootkerchief => Toady One
2014-08-14 12:15ButtonIssue Monitored: Button
2014-08-26 09:54ButtonIssue End Monitor: Button

Notes
(0020330)
beef623   
2012-02-20 23:05   
Second caravan with wagons didn't have this problem.
(0020356)
Granite26   
2012-02-21 05:37   
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.
(0020359)
malvado   
2012-02-21 06:24   
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.
(0020360)
Footkerchief   
2012-02-21 06:38   
This is probably one of the effects of 0003392.
(0020363)
kwieland   
2012-02-21 06:48   
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 :)
(0022405)
hyp3r4ctive   
2012-04-30 19:27   
(edited on: 2012-04-30 19:31)
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.

(0023824)
Quietust   
2013-01-07 16:58   
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...
(0024503)
Quietust   
2014-02-07 12:32   
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.