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IDProjectCategoryView StatusDate SubmittedLast Update
0005351Dwarf FortressDwarf Mode -- Tradepublic2012-02-20 22:462014-08-26 09:54
Reporterbeef623 
Assigned ToToady One 
PrioritynormalSeveritymajorReproducibilityhave not tried
StatusresolvedResolutionfixed 
PlatformOSWindowsOS Version7
Product Version0.34.02 
Target VersionFixed in Version0.40.09 
Summary0005351: Wagons don't unload fast enough to allow trading, may need NO_THOUGHT_CENTER_FOR_MOVEMENT
DescriptionA 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.
TagsProbable Quick Fix
Attached Files

- Relationships
related to 0003392confirmedFootkerchief Trade capacities are way too high 
has duplicate 0005826resolvedFootkerchief Seasonal change - no more trade option at Depot to trade 
has duplicate 0007935resolvedFootkerchief 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 0006189acknowledgedFootkerchief Wagons of different races cannot pass each other. 

-  Notes
(0020330)
beef623 (reporter)
2012-02-20 23:05

Second caravan with wagons didn't have this problem.
(0020356)
Granite26 (reporter)
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 (reporter)
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 (manager)
2012-02-21 06:38

This is probably one of the effects of 0003392.
(0020363)
kwieland (reporter)
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 (reporter)
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 (reporter)
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 (reporter)
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.

- 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 View Revisions
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


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