View Issue Details

IDProjectCategoryView StatusLast Update
0000197Dwarf FortressDwarf Mode -- Tradepublic2014-01-17 10:03
Reporterjfs Assigned ToToady One  
PriorityhighSeveritymajorReproducibilitysometimes
Status resolvedResolutionfixed 
Fixed in Version0.34.02 
Summary0000197: No wagons in trader/merchant caravans
DescriptionOn the second year, it seems the dwarven caravan never brings any wagons.
My trade depot is fully accessible.

I'm not sure about the first year caravan since I haven't had a good look at that yet.
I also haven't reached a third year yet.
Additional InformationI have a save where the depot is clearly accessible and dwarven traders have arrived without a caravan.
Tagsbinary patch, trade, wagon

Relationships

related to 0000545 resolveduser6 NO dwarven caravans! 
has duplicate 0000660 resolveduser11 No trade caravan wagons 
related to 0003392 confirmeduser6 Trade capacities are way too high 

Activities

Shurhaian

2010-04-03 12:02

reporter   ~0000613

I have never seen caravans arrive with wagons. My current save doesn't have access to elven or human civs, but my prior one did, and not only would the dwarves not bring wagons, neither would the humans, and they only brought a few burden beasts each, resulting in pathetic selection.

burneddi

2010-04-03 14:25

reporter   ~0000659

My first-year caravan did not bring those big wagons they used to bring in older versions, instead they brought those 1-tile carriages and happily walked down stairs straight to my depot. They had almost nothing to trade.

Malicus

2010-04-03 18:26

reporter   ~0000738

The dwarves in my first year also did not bring wagons.

kaefermelder

2010-04-11 08:12

reporter   ~0002802

My impression was that the selection is just as big as it was in 40d, elves bring even much more.

But yeah, no wagons at all, no note about bypassing, and my site/depot is accessible from at least 3 directions

smjjames

2010-04-26 11:12

reporter   ~0005153

Last edited: 2010-04-26 11:12

Maybe it has something to do with the fact that some of the trade animals are missing the wagon puller tag?

I bet theres a quick fix here.

Malicus

2010-04-26 20:13

reporter   ~0005249

Last edited: 2010-04-26 20:14

Just tested by adding [WAGON_PULLER] to horses, genning a new world, and starting a fort. The dwarven traders showed up at autumn with a horse.. but no wagon, despite horses being able to pull them (and the dwarves obviously having horses).

So... it's a fix that probably needs to be made, but it doesn't fix the problem of no wagons.

user6

2010-04-26 21:11

  ~0005275

Last edited: 2010-04-26 21:12

I'm not sure the dwarves should necessarily bring a wagon right away. You might have to give them some profits first.

smjjames

2010-04-26 21:13

reporter   ~0005276

Dang, I thought it might be a quick fix myself, so its bigger than just the wagon puller tag issue.

The missing wagon puller tags on some animals is a bug in itself, but apparently not the root of the problem. Not that the infinite capacity warthogs are helping anything.

user1294

2010-04-29 05:09

  ~0005652

Yeah, I had the same conclusion at 0000660 - wagonpuller apparently isn't sufficient to get wagons.

Hm, actually, it seems I didn't add that conclusion there.

PencilinHand

2010-04-29 06:34

reporter   ~0005658

Last edited: 2010-04-29 06:42

As footkerchief said, try giving the traders good profits for a few years. That seems to help with the quantity and selection of goods. Obscene giveaways are a surefire way to motivate traders.

EDIT: Which of the raws did you add [WAGON_PULLER] to?

user1294

2010-04-29 10:14

  ~0005667

I'm not sure what smjjames did, but I had it on horses and a modded creature. I think at some point I added it to donkeys and mules as well

jfs

2010-07-23 06:12

reporter   ~0010866

The summary of this issue should really be just "caravans bring no wagons", the only reason I put "second year" originally was that I never noticed whether the first year caravan had brought any wagons when I played my first 0.31.01 game ;)

Malibu Stacey

2010-09-27 15:16

reporter   ~0013027

This still exists in 31.14. Played 3 years of a new region generated in this version, Dwarves & Humans have been to my fort to trade & left with a good profit each year. Each year more pack animals come with the traders with more stuff to trade but still no wagons/carts/caravans show up with them.

Dame de la Licorne

2010-09-27 18:58

reporter   ~0013032

Have you tried building roads?

I remember back in the 2D version, the humans wouldn't bring wagons until you'd built a road and smoothed all of the boulders and "rough" floors. However, the first dwarven caravan would warn you about that when they left in the first autumn.

Malibu Stacey

2010-09-28 05:53

reporter   ~0013037

Will give it a shot when I get home this evening. Have a lovely new region generated with a 6*6 embark saved for actual play rather than bug testing which is a prime candidate to see if this makes a difference.

Quietust

2010-09-28 09:51

reporter   ~0013041

Roads haven't made a difference since the first 3D version (when the Shift+D command became available for highlighting wagon-accessible paths). If roads were the problem, we'd be seeing "Their wagons have bypassed your inaccessible site" when the caravan arrived at the map edge, but we're not, because they aren't even trying to bring them.

Dame de la Licorne

2010-09-28 10:07

reporter   ~0013042

I figured, but it was worth a shot.

Q.T.Quazar

2010-10-10 11:45

reporter   ~0013301

No Wagons Ho in 31.16 either.

lopen139

2010-10-11 05:54

reporter   ~0013318

wagons do need slopes, you know that right?

Quietust

2010-10-13 11:14

reporter   ~0013348

lopen139: What exactly does that have to do with anything? As stated already, caravans aren't even trying to bring wagons - if wagon-accessible paths (which allow ramps but do not explicitly require them) were the only problem, we'd be getting announcements that "Their wagons have bypassed your inaccessible site."

user11

2010-12-08 07:32

  ~0014455

Please note Toady's comments:

"...since I'm not sure we'll have wagons/carts until we get around to the big vehicle rewrites now, or maybe even the road stuff as well."

http://www.bay12forums.com/smf/index.php?topic=60554.msg1776138#msg1776138

Quietust

2011-12-30 14:22

reporter   ~0019268

I can confirm that the reason wagons are not showing up is because the game is failing to mark them as being available to the relevant civilizations - by doing some memory hacking to make them available (finding the appropriate entity record, locating the arrays which list the creature/caste combinations usable for wagons and wagon pullers, then using DFHack to insert appropriate values), I successfully got a Human caravan to arrive with 4 fully functional wagons, each pulled by a pair of horses and driven by a Human Merchant.

Quietust

2012-01-18 09:57

reporter   ~0019404

Last edited: 2012-01-18 12:10

I dug a bit deeper into the code, and I found that creatures with flag 0 are being unconditionally rejected as "available creatures", just in between the checks for [EVIL] (when [USE_EVIL_ANIMALS] is not present in the entity) and [BIOME:SUBTERRANEAN_LAVA]/[FANCIFUL], and the creature token [EQUIPMENT_WAGON] always sets flag 0 along with flag 1 (where 1=EQUIPMENT_WAGON, 2=MUNDANE, 3=VERMIN_EATER, 4=VERMIN_GROUNDER, etc.).

The following binary patch for Win32 version 0.31.25 SDL should resolve this issue for newly generated worlds:
1AF1E1 : B2 0E -> 00 00 - disable the "ignore creatures with flag 0 set" check.

Quietust

2012-02-01 14:03

reporter   ~0019452

Binary patch for version 0.31.25 Linux: (untested)
2AD042 : 0F 84 -> 90 E9

Toady One

2012-02-16 16:49

administrator   ~0019865

The wagons come again in the next one. Thanks Quietust!

Issue History

Date Modified Username Field Change
2010-04-02 16:33 jfs New Issue
2010-04-02 18:33 Felblood Tag Attached: trade
2010-04-03 12:02 Shurhaian Note Added: 0000613
2010-04-03 12:11 Aquillion Tag Attached: wagon
2010-04-03 14:25 burneddi Note Added: 0000659
2010-04-03 18:26 Malicus Note Added: 0000738
2010-04-11 08:12 kaefermelder Note Added: 0002802
2010-04-26 10:58 user6 Category General => Dwarf Mode -- Trade
2010-04-26 10:58 user6 Relationship added parent of 0000660
2010-04-26 11:03 user6 Relationship added related to 0000545
2010-04-26 11:12 smjjames Note Added: 0005153
2010-04-26 11:12 smjjames Note Edited: 0005153
2010-04-26 13:03 user6 Summary Second year dwarf caravan brings no wagons => Second year dwarf caravan brings no wagons, possibly because only muskox has WAGON_PULLER
2010-04-26 13:03 user6 Tag Attached: PROBABLE QUICK FIX
2010-04-26 20:13 Malicus Note Added: 0005249
2010-04-26 20:14 Malicus Note Edited: 0005249
2010-04-26 21:11 user6 Note Added: 0005275
2010-04-26 21:11 user6 Note Edited: 0005275
2010-04-26 21:11 user6 Tag Detached: PROBABLE QUICK FIX
2010-04-26 21:11 user6 Summary Second year dwarf caravan brings no wagons, possibly because only muskox has WAGON_PULLER => Second year dwarf caravan brings no wagons
2010-04-26 21:12 user6 Note Edited: 0005275
2010-04-26 21:13 smjjames Note Added: 0005276
2010-04-29 05:09 user1294 Note Added: 0005652
2010-04-29 06:34 PencilinHand Note Added: 0005658
2010-04-29 06:42 PencilinHand Note Edited: 0005658
2010-04-29 10:14 user1294 Note Added: 0005667
2010-07-23 06:12 jfs Note Added: 0010866
2010-07-23 07:21 user6 Summary Second year dwarf caravan brings no wagons => No wagons in trader/merchant caravans
2010-09-27 15:16 Malibu Stacey Note Added: 0013027
2010-09-27 18:58 Dame de la Licorne Note Added: 0013032
2010-09-28 05:53 Malibu Stacey Note Added: 0013037
2010-09-28 09:51 Quietust Note Added: 0013041
2010-09-28 10:07 Dame de la Licorne Note Added: 0013042
2010-10-10 11:45 Q.T.Quazar Note Added: 0013301
2010-10-11 05:54 lopen139 Note Added: 0013318
2010-10-13 11:14 Quietust Note Added: 0013348
2010-11-16 13:38 user6 Relationship added related to 0003392
2010-12-08 07:31 user11 Relationship replaced has duplicate 0000660
2010-12-08 07:32 user11 Note Added: 0014455
2011-12-30 14:22 Quietust Note Added: 0019268
2012-01-18 09:57 Quietust Note Added: 0019404
2012-01-18 09:57 Quietust Tag Attached: binary patch
2012-01-18 09:59 Quietust Note Edited: 0019404
2012-01-18 12:10 Quietust Note Edited: 0019404
2012-02-01 14:03 Quietust Note Added: 0019452
2012-02-16 16:49 Toady One Note Added: 0019865
2012-02-16 16:49 Toady One Status new => resolved
2012-02-16 16:49 Toady One Fixed in Version => Next Version
2012-02-16 16:49 Toady One Resolution open => fixed
2012-02-16 16:49 Toady One Assigned To => Toady One