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Author Topic: Multiple bugs involving Wagons and trade *dig deeper mod  (Read 709 times)

CaptApollo12

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Multiple bugs involving Wagons and trade *dig deeper mod
« on: December 04, 2009, 02:36:13 pm »

K so all the details.
My mod is dig deeper and I don't think I modded anything else. My init files are modded heavily though.
A lot of selection on the "Design World with parameters" including no eroding of extreme cliffs.
At the beginning of Dwarf Fortress my wagon was not there, and showed up in the unit screen as deceased. This would be due to the middle of the map being one square. I have this save after embark.

Another bug is my only trade partner does not trade.-
-The caravan comes when it should and makes it's way accross the map. They stop at my depot and and wait.
-after 30 seconds at 90 fps it says they are unloading their goods.
-after 10 seconds they leave dropping all their goods in a nice pile for me dwarfs :)

I figure I can request a lot of things next time for free stuff :)

-they exit out the closest side of the map and come back the next year,
because I am on year two now, and they just did it again.
I made sure to save before and right after.

I can upload all saves if anyone wants me to.
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smjjames

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Re: Multiple bugs involving Wagons and trade *dig deeper mod
« Reply #1 on: December 04, 2009, 02:58:25 pm »

This really should be in the thread for Dig Deeper (or in the Modding section as a separate thread) because mods change all kinds of things and often the first question asked is 'do you use mods?' since all kinds of wierdmess is known to happen from messing with the raws.
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CaptApollo12

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Re: Multiple bugs involving Wagons and trade *dig deeper mod
« Reply #2 on: December 04, 2009, 03:08:00 pm »

As far as I know that is not true. I can't think of a reason why the mod would change things about dwarf wagons
and dwarf fortress start positions.
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Footkerchief

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Re: Multiple bugs involving Wagons and trade *dig deeper mod
« Reply #3 on: December 04, 2009, 03:44:43 pm »

This would be due to the middle of the map being one square.

What does this mean?

Also:
  • Do you have multiple depots?
  • Is the depot forbidden? 
  • What does the (D)epot Access screen say about your depot's accessibility?
  • What announcements did you get about the traders leaving? 
  • What civ do the traders belong to?
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Derakon

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Re: Multiple bugs involving Wagons and trade *dig deeper mod
« Reply #4 on: December 04, 2009, 04:12:02 pm »

If the game can't find a flat spot to put the wagon, then you don't get a wagon (which means not getting three free towercap logs, either). I don't know what algorithm the game uses to figure out where to put your wagon down, though.
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CaptApollo12

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Re: Multiple bugs involving Wagons and trade *dig deeper mod
« Reply #5 on: December 04, 2009, 04:34:46 pm »

This would be due to the middle of the map being one square.

What does this mean?

Also:
  • Do you have multiple depots?
  • Is the depot forbidden? 
  • What does the (D)epot Access screen say about your depot's accessibility?
  • What announcements did you get about the traders leaving? 
  • What civ do the traders belong to?

  • Do you have multiple depots?
Yes. Two. I deleted the one the wagons went to and am awaiting the next fall.
  • Is the depot forbidden? 
No. None of then were.
  • What does the (D)epot Access screen say about your depot's accessibility?
Both Good
  • What announcements did you get about the traders leaving? 
None. Only the liaison announcements and the "Trading Have arrived and are unloading thier goods"
  • What civ do the traders belong to?
Dwarvies

I don't know what algorithm the game uses to figure out where to put your wagon down, though.
I always figured it tried to place it in the middle. If not the exact middle then somewhere near. Does it help that I embarked in the highest point on the mountain? All of the things were in that one space. That also answers Footkerkeif's qustion I hope.
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Footkerchief

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Re: Multiple bugs involving Wagons and trade *dig deeper mod
« Reply #6 on: December 04, 2009, 04:49:57 pm »

Do you have multiple depots?
Yes. Two. I deleted the one the wagons went to and am awaiting the next fall.

Probably this bug then.  Apparently it's not just the humans.
# 000226 □ [dwarf mode][trade]   having two depots confuses the human traders

I always figured it tried to place it in the middle. If not the exact middle then somewhere near. Does it help that I embarked in the highest point on the mountain? All of the things were in that one space. That also answers Footkerkeif's qustion I hope.

I still don't get what you mean, but yeah, if you embark high in the mountains, you'll often not get a wagon, as the wiki page on wagons describes:

Quote
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?).
« Last Edit: December 04, 2009, 04:52:04 pm by Footkerchief »
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CaptApollo12

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Re: Multiple bugs involving Wagons and trade *dig deeper mod
« Reply #7 on: December 04, 2009, 05:11:05 pm »

K what I think is the problem was the extra depot. The result from that was a wagon that got stuck like a wagon that has a tree grow out from under it, Killing the wagon. I just need to wait for year three fall. Im in mid-spring now so I guess I will let er run.
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