Bay 12 Games Forum

Please login or register.

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

Author Topic: Wagons ignoring my road  (Read 1312 times)

Falcondude

  • Bay Watcher
    • View Profile
Wagons ignoring my road
« on: May 03, 2009, 09:08:06 am »

My depot is clearly accessable (giant road all the way to the edge of the map), yet the wagons always "bypass my inaccessable site", which is quite a pain because I need an anvil.

Any reason why they'd ignore a perfectly fine path into my fort?
Logged

Shurikane

  • Bay Watcher
    • View Profile
    • http://www.shurikane.com
Re: Wagons ignoring my road
« Reply #1 on: May 03, 2009, 09:16:41 am »

Hit the capital D key - SHIFT + D - and check if your depot is accessible.  If it is, the wagons will spawn wherever they can reach the depot (useful to control their spawn point too.)  If it is not, you'll have a bit more forest-clearing and path-laying to do.

NOTE: If you had the idea to channel the edge of the map, make sure you leave a 4x4 space on the edge that's connected to the path leading to your depot.
Logged

Falcondude

  • Bay Watcher
    • View Profile
Re: Wagons ignoring my road
« Reply #2 on: May 03, 2009, 09:23:42 am »

Hit the capital D key - SHIFT + D - and check if your depot is accessible.
It's accessible, and has been for the past few seasons. There's a 7-wide floor going from my fort to the edge of the map.
Logged

AncientEnemy

  • Bay Watcher
  • The Answer is always POUR MAGMA ON IT
    • View Profile
Re: Wagons ignoring my road
« Reply #3 on: May 03, 2009, 09:51:38 am »

something to rule out: is your depot forbidden, or any of the materials it's made out of forbidden?

Falcondude

  • Bay Watcher
    • View Profile
Re: Wagons ignoring my road
« Reply #4 on: May 03, 2009, 10:13:27 am »

The single-tile merchants come just fine, so I don't think so
Logged

LegacyCWAL

  • Bay Watcher
    • View Profile
Re: Wagons ignoring my road
« Reply #5 on: May 03, 2009, 10:45:01 am »

Hit the capital D key - SHIFT + D - and check if your depot is accessible.
It's accessible, and has been for the past few seasons. There's a 7-wide floor going from my fort to the edge of the map.

But did you hit shift+D anyways?  There's things that you'd think wagons could go over, but can't, even if it looks fully accessable.
Logged
HIDE THE WOMEN AND DROWN THE CHILDREN, THE BARON HAS ARRIVED.

Lord Dullard

  • Bay Watcher
  • Indubitably.
    • View Profile
    • Cult: Awakening of the Old Ones
Re: Wagons ignoring my road
« Reply #6 on: May 03, 2009, 10:50:07 am »

Yeah. Use Shift-D and check. There's probably something in the way you're not aware of, possibly a tree growing too close to the side of your path, or a boulder, or somesuch.

Though, if your path is 7 tiles wide (which is pretty huge) I'm not sure why it would be doing this. But it has to be something somewhere along your path.
Logged

cancel.man

  • Bay Watcher
    • View Profile
Re: Wagons ignoring my road
« Reply #7 on: May 03, 2009, 12:17:41 pm »

You're not, by chance, keeping your drawbridge up all the time are you?

If the entrance to your fortress is closed when the merchants spawn, the wagons will skip it.
Logged
DF version 0.34.05 Lazy Newb Pack

Falcondude

  • Bay Watcher
    • View Profile
Re: Wagons ignoring my road
« Reply #8 on: May 03, 2009, 12:21:31 pm »

It's accessible, and has been for the past few seasons. There's a 7-wide floor going from my fort to the edge of the map.
By this, I meant the D menu says it's accessible.

You're not, by chance, keeping your drawbridge up all the time are you?
I don't have a drawbridge on this fort.

I'll double check the path again, I suppose
Logged

Smew

  • Bay Watcher
  • I'll kill you with my bear face.
    • View Profile
    • Deep Games for Deep Gamers
Re: Wagons ignoring my road
« Reply #9 on: May 03, 2009, 12:58:00 pm »

So there's at least a one tile wide row of W's going all the way to the edge of the map, right?

Falcondude

  • Bay Watcher
    • View Profile
Re: Wagons ignoring my road
« Reply #10 on: May 03, 2009, 01:18:35 pm »

So there's at least a one tile wide row of W's going all the way to the edge of the map, right?
Yeah, there's a 5 tile wide row of Ws

EDIT: it happened again; I tried making a channel so that they ONLY had those 5 squares of access but they ignored it.

Does it mean anything that the merchants (the ones who DO appear) are showing up in an unaccessible corner?

I really, really want my anvil :(

Oh hey a mule managed to drag an anvil in :D
« Last Edit: May 03, 2009, 01:55:46 pm by Falcondude »
Logged

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: Wagons ignoring my road
« Reply #11 on: May 03, 2009, 02:17:06 pm »

I remember something special about the wagons.  You should check the wiki on it.  There is some sort of condition.

???
Logged
this sigtext was furiously out-of-date and has been jettisoned

geoduck

  • Bay Watcher
  • mollusk
    • View Profile
    • Geoduck's Page
Re: Wagons ignoring my road
« Reply #12 on: May 03, 2009, 04:32:52 pm »

Does it mean anything that the merchants (the ones who DO appear) are showing up in an unaccessible corner?

What is making the corner unaccessible? If you're really desperate, you could dig a three-wide tunnel bypassing the problem area.
Logged
Geoduck's graphic set: simple and compact!

Ametsala

  • Bay Watcher
  • "needs chocolate to get through the working day"
    • View Profile
Re: Wagons ignoring my road
« Reply #13 on: May 03, 2009, 05:22:44 pm »

Does it mean anything that the merchants (the ones who DO appear) are showing up in an unaccessible corner?

The wagons should automatically show up in a place that is accessible to your depot.

You could try building an other depot...
Logged

Falcondude

  • Bay Watcher
    • View Profile
Re: Wagons ignoring my road
« Reply #14 on: May 03, 2009, 05:52:19 pm »

You could try building an other depot...
Yeah I might try rebuilding the depot or something. The elves never have anything I want anyways so I'll see if it works in spring (it's winter right now)

What is making the corner unaccessible?
A river.

The corner shouldn't matter anyways, seeing how there's a frickin' path cutting through the entire map
Logged
Pages: [1] 2