View Issue Details

IDProjectCategoryView StatusLast Update
0005351Dwarf FortressDwarf Mode -- Tradepublic2014-08-26 09:54
Reporterbeef623 Assigned ToToady One  
PrioritynormalSeveritymajorReproducibilityhave not tried
Status resolvedResolutionfixed 
OSWindowsOS Version7 
Product Version0.34.02 
Fixed 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

Relationships

related to 0003392 confirmeduser6 Trade capacities are way too high 
has duplicate 0005826 resolveduser6 Seasonal change - no more trade option at Depot to trade 
has duplicate 0007935 resolveduser6 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 acknowledgeduser6 Wagons of different races cannot pass each other. 

Activities

beef623

2012-02-20 23:05

reporter   ~0020330

Second caravan with wagons didn't have this problem.

Granite26

2012-02-21 05:37

reporter   ~0020356

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.

malvado

2012-02-21 06:24

reporter   ~0020359

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.

user6

2012-02-21 06:38

  ~0020360

This is probably one of the effects of 0003392.

kwieland

2012-02-21 06:48

reporter   ~0020363

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 :)

hyp3r4ctive

2012-04-30 19:27

reporter   ~0022405

Last edited: 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.

Quietust

2013-01-07 16:58

reporter   ~0023824

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...

Quietust

2014-02-07 12:32

reporter   ~0024503

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 user6 Relationship added duplicate of 0003392
2012-02-21 06:38 user6 Note Added: 0020360
2012-02-21 06:48 kwieland Note Added: 0020363
2012-04-23 06:57 user6 Relationship replaced related to 0003392
2012-04-23 06:58 user6 Relationship added has duplicate 0005826
2012-04-30 19:27 hyp3r4ctive Note Added: 0022405
2012-04-30 19:31 hyp3r4ctive Note Edited: 0022405
2012-09-11 20:51 user6 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 user6 Tag Attached: Probable Quick Fix
2014-02-09 11:03 user6 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 user6 Relationship added has duplicate 0007935
2014-08-10 13:43 user6 Assigned To => user6
2014-08-10 13:43 user6 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 user6 => Toady One