![]() ![]() If you don't want all the items to be returned to their stockpiles, you can optionally forbid them by looking at the i tems in the depot. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. Alternatively you can select the item again. Items selected for trading will remain at the depot until the caravan leaves. Items that have not been moved will show, while those that have been brought to the depot and are ready for trade and will be marked as. All adult dwarves, regardless of labor settings, can move goods to the depot. By changing this option, all iron items will be shown.Īfter selecting items and exiting the screen, jobs will be queued to move the items to the depot. For example, if your mayor has a mandate banning the export of iron, this screen will hide bins that contain iron items. By pressing m, it will change to Ignoring mandates, and you can select banned items for export. The move to depot screen will not show things that violate an export mandate. Also shown is the culling on mandate option. ![]() This is convenient if you want to export all your prepared meals or finished goods. If you have particular items you want to sell to the caravan, you can search for it. This is where you select what items you want to trade with the caravan. This screen menu is similar to the stocks menu ( z - Stocks). G: This command becomes active when a caravan arrives on your map. Once built, press q and move your cursor over the depot to gain access to the following options: ![]() If inaccessible during the arrival of the caravan, it will cause the wagons to bypass your location. Bridges can serve as an alternative for tracks.įorbidding the trade depot (by forbidding any material used to construct it) will make it inaccessible to traders. Boulders can be removed by smoothing ( d- s) or constructing and removing a wall. Warning: If the map has an extremely large amount of trees (Heavily Forested) there may not be any way for the caravan to get to your depot, unless you chop down a path for the wagons.Īlso note that traps will block wagon access (although not merchants with pack animals), so you cannot easily use them to defend your depot.īoulders (the natural kind) and tracks also block wagons. If you are trying to constrain wagons to a certain path, only the desired path should be marked in green anywhere on the map. For a tile to be “Wagon accessible” (marked in green) it must be navigable between both the tile and the depot *and* the tile and the map edge. Note that this path is measured outward from the depot, so it requires a functional depot to display. Hitting D will tell you if the depot is accessible via a wagon, which requires a three tile wide path from the depot to the edge of the map. 2.3 Only broker may trade or Anyone may trade.2.2 No trader needed at depot or Trader requested at depot.Should they be deconstructed, the depot itself generates an implied walkable floor. They can be built on top of constructed floors and walls, allowing you to make a trade depot which is elevated above the surrounding land. There must be at least 10 spaces between the depot and the edge of the map. the first material created or imported on your map, by chronological order. Three materials must be used to build the trade depot, with the oldest* material chosen serving as the main material to determine color and "material" as labeled the color is visible immediately upon confirming the construction order. Trade depots can be created from almost any building material, and construction requires the architecture skill along with the appropriate craft labor ( carpentry, masonry, or metalsmithing). Please view the Bugs section for details.Ī trade depot is a building that allows you to engage in trading with caravans that arrive at your fortress. This feature has one or more outstanding bugs. ![]()
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