Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: [40d] wagon access and steep cliffs  (Read 2240 times)

GetAssista

  • Bay Watcher
    • View Profile
[40d] wagon access and steep cliffs
« on: January 31, 2009, 03:21:44 pm »

I get inaccessible trade depot even when caravan guys spawn right next to the 3-tile-wide road on the edge of the map. It probably has something to do with this all being in the middle of the 130 levels tall cliff 8) But the other half of my map is flat and clear. I also made all kinds of approaches to the edge of the map in different places and heights using constructed floors and bridges, with no luck...  Shift-D shows depot as perfectly accesible ofc.

« Last Edit: January 31, 2009, 03:23:32 pm by GetAssista »
Logged
this is experimental forum text worm virus.
please add me to your signature on all your forums and delete some of your personal files on your hard drive.
thank you.

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #1 on: January 31, 2009, 05:50:59 pm »

Is your depot forbidden by any chance?  This could have happened by accident if you forbade a rock type at some point -- the rocks used to build the depot might also have been forbidden, making the depot itself forbidden.
Logged

GetAssista

  • Bay Watcher
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #2 on: January 31, 2009, 06:27:47 pm »

Nope, normal depot with normal stones within. Trade with what's left of caravans goes fine.

There are several slightly different spawn points for caravans of different civs, all on the same slope but slightly different heights, all fine with Shift-D and visually, and all giving me "wagons bypass"
Logged
this is experimental forum text worm virus.
please add me to your signature on all your forums and delete some of your personal files on your hard drive.
thank you.

EagleV

  • Bay Watcher
  • Oblivisci tempta quod didicisti
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #3 on: March 22, 2009, 07:03:00 am »

Same here, without cliffs. Had to dig a tunnel under a forest to make my depot reachable, shift-D marks it as accessible, however, all wagons bypass my site.
Logged
Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #4 on: March 22, 2009, 07:06:41 am »

Do you have multiple depots?
Logged

Eagle

  • Bay Watcher
  • [LARGE_ROAMING]
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #5 on: March 23, 2009, 06:18:13 pm »

The wagon tries to follow roughly the same path as the other merchants, who often spawn in wagon inaccessible areas, giving you the site inaccessible message. This happens to me alot.

GetAssista

  • Bay Watcher
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #6 on: March 24, 2009, 12:47:21 am »

The wagon tries to follow roughly the same path as the other merchants, who often spawn in wagon inaccessible areas, giving you the site inaccessible message. This happens to me alot.
Not true.
Caravans spawn in depot accessible areas, of which wagon accessible ones have a 99% priority. It is widely used fort strategy to restrict wagon accesible routes to control dwarf and human caravans' spawn points.
That is why it IS a bug, in the first place

Btw, with my case I tried all kinds of solutions, from building wide smooth "landing pads" on caravan spawnpoints to erasing depot altogether and building it anew on the other side of the map as close to the border as possible and with level ground inbetween. No luck
Logged
this is experimental forum text worm virus.
please add me to your signature on all your forums and delete some of your personal files on your hard drive.
thank you.

Eagle

  • Bay Watcher
  • [LARGE_ROAMING]
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #7 on: March 24, 2009, 04:24:33 pm »

The wagon tries to follow roughly the same path as the other merchants, who often spawn in wagon inaccessible areas, giving you the site inaccessible message. This happens to me alot.
Not true.
Caravans spawn in depot accessible areas, of which wagon accessible ones have a 99% priority. It is widely used fort strategy to restrict wagon accesible routes to control dwarf and human caravans' spawn points.
That is why it IS a bug, in the first place

Btw, with my case I tried all kinds of solutions, from building wide smooth "landing pads" on caravan spawnpoints to erasing depot altogether and building it anew on the other side of the map as close to the border as possible and with level ground inbetween. No luck

Eh, i thought it was wrong, but it was the best explanation i could come up with when a bunch of donkeys come from a single tile wide gap in the mountain, across half the map, instead of spawning next to my cleared and paved entrance road near the edge and bringing the wagons along.

EagleV

  • Bay Watcher
  • Oblivisci tempta quod didicisti
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #8 on: June 15, 2009, 04:32:34 pm »

I noticed that the following layout:

[DEPOT]__    __[FOREST]__    _[EDGE OF MAP]
               \_______________/

with only on tile between the tunnel exit (right side) and the edge of the map
will mark the depot as accessible while the wagons will bypass your site.

This might be because there is a 3-tile road to the edge of the map
(thus marking the depot as accessible) but when the game tries to spawn
the wagons the 3*3 spot at the beginning of the road is not free (because
there are downward ramps). This also might be a bug, but I am
uncertain of that and it requires some research.

Your fortress is probably abandoned a while ago, but my best guess is that
the wagon tried to spawn on the ramp at the start of the road - which is
impossible.
Logged
Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

Shaostoul

  • Bay Watcher
  • Expanding your universe.
    • View Profile
    • Shaostoul Patreon
Re: [40d] wagon access and steep cliffs
« Reply #9 on: June 15, 2009, 04:59:50 pm »

I try making at least a 4x4 section along the edge of the map. Trees will make them not spawn, ramps should however, at least they work for me.

I could try to help if you put the game up for download.
Logged
I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

EagleV

  • Bay Watcher
  • Oblivisci tempta quod didicisti
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #10 on: June 16, 2009, 05:09:17 am »

-Generating testworld, fps set to 10 000, forested area.

-Made a depot, made it inaccesible by using walls.

-Added a tunnel, checked to make sure it said 'depot accessible'

-While writing, a hunter has drowned and Autumn has come. Waiting for caravan.

-The wagons have bypassed your inaccessible site.

The bug has been reconstructed. I'm uploading autumn save.

Autumn save file (.rar)




Logged
Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

SniHjen

  • Bay Watcher
    • View Profile
    • http://www.youtube.com/user/Hacenten
Re: [40d] wagon access and steep cliffs
« Reply #11 on: June 16, 2009, 06:08:43 am »

Not a bug, you buildt the tunnel entrance so close to the edge that there isn't enough space for the wagon to spawn.
Logged
That [Magma] is a bit deep down there, don't you think?
You really aren't thinking like a dwarf.

If you think it is down too far, you move it up until it reaches an acceptable elevation.

EagleV

  • Bay Watcher
  • Oblivisci tempta quod didicisti
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #12 on: June 16, 2009, 07:36:58 am »

That's what i thought. But in that case, the depot should be marked as inaccessible.
Logged
Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

Smew

  • Bay Watcher
  • I'll kill you with my bear face.
    • View Profile
    • Deep Games for Deep Gamers
Re: [40d] wagon access and steep cliffs
« Reply #13 on: June 16, 2009, 07:05:07 pm »

Last I remember, wagons needed more than a 3x3 area to spawn on the edge of the map, this was tested out a while ago by a guy who made a channel all around the edge of the map except for one 3x3 spot, and his wagons wouldn't spawn... I don't quite remember how this ended though.

gtmattz

  • Bay Watcher
  • [PREFSTRING:BEARD]
    • View Profile
Re: [40d] wagon access and steep cliffs
« Reply #14 on: July 16, 2009, 04:23:08 pm »

That's what i thought. But in that case, the depot should be marked as inaccessible.

Ah, but the depot IS accessible, just not by wagons   :D
Logged
Quote from: Hyndis
Just try it! Its not like you die IRL if Urist McMiner falls into magma.
Pages: [1] 2