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Difference between revisions of "40d:Wagon (embark)"

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Wagons are used by both [[human]] and [[dwarf|dwarven]] [[caravan]]s to transport goods. In [[Fortress Mode]], you start with a single wagon that can be broken down into three [[tower cap]] [[log]]s.
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{{quality|Exceptional|16:40, 4 August 2011 (UTC)}}{{av}}
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''(For information on wagons as they pertain to [[caravan]]s, see [[Wagon]].)''
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== Accessibility ==
 
  
Human and dwarven caravans come with wagons pulled by [[animal]]s. To reach your [[trade depot]], the wagon must be able to follow a cleared path three tiles wide.  Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass)Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} )[[Plant]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or natural or constructed [[floor]] tiles. Building roads, bridges and floor tiles can help keep paths clear by preventing trees from growing, but caravans may enter the map at a location from which they cannot reach an existing road (even if that road connects to the edge of the map), and if alternate unpaved paths exist, they may take those instead.  They will leave without trading if they cannot get to the trade depot in time.
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In [[Fortress Mode]], you start with a single ''immobile'' '''wagon''' that represents the transportation vehicle for all your supplies.  A wagon is not a real vehicle, and never moves or serves any other purpose - it simply sits there at the start of the game, representing where your dwarves decided to stopAny and all supplies were selected at [[embark]] by you and bought with points; supplies cannot be bought later, but your dwarves can (try to) [[trade]] for whatever the seasonal [[caravan]]s bring.
  
Use {{K|D}} to check wagon accessibility.  Any tile marked in green is accessible to a wagonNote that a three-tile wide path will only show up as one tile wide in accessibility view, since the tiles next to the walls are not themselves accessible to wagons.
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To empty a wagon, your dwarves need the appropriate [[hauling]] [[labor]] enabled (all are enabled by default at embark), no other jobs to distract them, an appropriate [[stockpile]] designated, and a valid [[path]] between the stockpile and the itemsAnd, depending on how many items you brought, patience.
  
In order to guarantee perfect, permanent wagon accessibility, three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depotAny parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growingRamps must be used to adjust [[z-level]] elevation.
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You can can break down your wagon into three [[log]]s by pressing {{K|q}}, highlighting the wagon, and pressing {{K|x}}.  A dwarf with the [[Carpentry]] labor enabled will then deconstruct the wagon into its component logsThe items will then be scattered in a slightly wider pattern in that same locationA wagon cannot be used for ''any'' other purpose - might as well break it down for the lumber, now or later.
  
== Destruction ==
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If that dis-assembly is finished while a dwarf is returning to the wagon to [[haul]] an item to a stockpile, the dwarf will cancel that [[job]].  An [[announcement]] will be generated, to the effect of "Job Item lost or misplaced". Don't panic - nothing has been lost, except that dwarf's train of thought, as the item they were retrieving is no longer in the wagon but instead on the ground.  They may adopt another hauling job, that same or a different one, and sooner or later that item will get hauled, but that particular job is cancelled for that moment.
  
Wagons are fragile constructions which will collapse if caught in a [[cave-in]], leaving all what it was carrying on the ground as a result. Traders caught in a cave-in will flee as if they were attacked but will leave all the items dropped by the [[caravan]] behind. Mules carrying items are affected just like a normal tamed mule and must be killed in the cave-in for it to drop items on the ground. It is however much more likely that the mule(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area, and are destroyed in a similar manner to cave-ins. The only difference between waves and collapsing is that it is more likely the items will be recovered than if they were lost in a cave-in.
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In rare cases you might start on a level or spot that doesn't have a 3x3 square (e.g. mountain peak). In this case your wagon will be missing/inaccessible via the {{K|k}} or {{K|q}} menu, but your goods will still be there (all?). In Addition if you require the logs from the wagon when dismantled, they will not be there (like the wagon never existed).
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Dismantling the wagon when its very near (1-2 tiles) the edge of the map, a [[river]] or [[magma]] vent can cause you to lose part of your embark equipment if it lands where your dwarves can't go. If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty before dismantling it.
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Unless/until you formally designate a new one, your Wagon is a default [[Activity zone#Meeting Area|Meeting Area]] or [[Meeting hall|Meeting Hall]].  A meeting zone is where any [[domestic animal]]s or [[On break|idle]] dwarfs will congregate in their spare time, and also provide some measure of defense for your possessions from any [[rhesus macaque]]s or [[kobold]] [[thieves]] before you finish securing your valuables. If you deconstruct your wagon but do not define a new meeting area, your dwarves and animals will wander aimlessly.
  
 
{{Buildings}}
 
{{Buildings}}
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{{Category|Buildings}}
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{{Category|Fortress mode}}

Latest revision as of 15:22, 8 December 2011

This article is about an older version of DF.

(For information on wagons as they pertain to caravans, see Wagon.)



In Fortress Mode, you start with a single immobile wagon that represents the transportation vehicle for all your supplies. A wagon is not a real vehicle, and never moves or serves any other purpose - it simply sits there at the start of the game, representing where your dwarves decided to stop. Any and all supplies were selected at embark by you and bought with points; supplies cannot be bought later, but your dwarves can (try to) trade for whatever the seasonal caravans bring.

To empty a wagon, your dwarves need the appropriate hauling labor enabled (all are enabled by default at embark), no other jobs to distract them, an appropriate stockpile designated, and a valid path between the stockpile and the items. And, depending on how many items you brought, patience.

You can can break down your wagon into three logs by pressing q, highlighting the wagon, and pressing x. A dwarf with the Carpentry labor enabled will then deconstruct the wagon into its component logs. The items will then be scattered in a slightly wider pattern in that same location. A wagon cannot be used for any other purpose - might as well break it down for the lumber, now or later.

If that dis-assembly is finished while a dwarf is returning to the wagon to haul an item to a stockpile, the dwarf will cancel that job. An announcement will be generated, to the effect of "Job Item lost or misplaced". Don't panic - nothing has been lost, except that dwarf's train of thought, as the item they were retrieving is no longer in the wagon but instead on the ground. They may adopt another hauling job, that same or a different one, and sooner or later that item will get hauled, but that particular job is cancelled for that moment.

In rare cases you might start on a level or spot that doesn't have a 3x3 square (e.g. mountain peak). In this case your wagon will be missing/inaccessible via the k or q menu, but your goods will still be there (all?). In Addition if you require the logs from the wagon when dismantled, they will not be there (like the wagon never existed).

Dismantling the wagon when its very near (1-2 tiles) the edge of the map, a river or magma vent can cause you to lose part of your embark equipment if it lands where your dwarves can't go. If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty before dismantling it.

Unless/until you formally designate a new one, your Wagon is a default Meeting Area or Meeting Hall. A meeting zone is where any domestic animals or idle dwarfs will congregate in their spare time, and also provide some measure of defense for your possessions from any rhesus macaques or kobold thieves before you finish securing your valuables. If you deconstruct your wagon but do not define a new meeting area, your dwarves and animals will wander aimlessly.


Rooms
Furniture
Animal trapAnvilArmor standBedBinBucketCabinetCageCoffinContainerRestraintSeatStatueTableWeapon rack

Access
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Constructions
Machine & Trap parts
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