Dwarf Fortress Bug Tracker - Dwarf Fortress
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0000197Dwarf FortressDwarf Mode -- Tradepublic2010-04-02 16:332014-01-17 10:03
Toady One 
0000197: No wagons in trader/merchant caravans
On the second year, it seems the dwarven caravan never brings any wagons.
My trade depot is fully accessible.

I'm not sure about the first year caravan since I haven't had a good look at that yet.
I also haven't reached a third year yet.
I have a save where the depot is clearly accessible and dwarven traders have arrived without a caravan.
binary patch, trade, wagon
related to 0000545resolved Footkerchief NO dwarven caravans! 
has duplicate 0000660resolved Dwarfu No trade caravan wagons 
related to 0003392confirmed Footkerchief Trade capacities are way too high 
Issue History
2010-04-02 16:33jfsNew Issue
2010-04-02 18:33FelbloodTag Attached: trade
2010-04-03 12:02ShurhaianNote Added: 0000613
2010-04-03 12:11AquillionTag Attached: wagon
2010-04-03 14:25burneddiNote Added: 0000659
2010-04-03 18:26MalicusNote Added: 0000738
2010-04-06 04:30derigoIssue Monitored: derigo
2010-04-11 08:12kaefermelderNote Added: 0002802
2010-04-26 10:58FootkerchiefCategoryGeneral => Dwarf Mode -- Trade
2010-04-26 10:58FootkerchiefRelationship addedparent of 0000660
2010-04-26 11:03FootkerchiefRelationship addedrelated to 0000545
2010-04-26 11:12smjjamesNote Added: 0005153
2010-04-26 11:12smjjamesNote Edited: 0005153bug_revision_view_page.php?bugnote_id=0005153#r1820
2010-04-26 13:03FootkerchiefSummarySecond year dwarf caravan brings no wagons => Second year dwarf caravan brings no wagons, possibly because only muskox has WAGON_PULLER
2010-04-26 13:03FootkerchiefTag Attached: PROBABLE QUICK FIX
2010-04-26 20:13MalicusNote Added: 0005249
2010-04-26 20:14MalicusNote Edited: 0005249bug_revision_view_page.php?bugnote_id=0005249#r1852
2010-04-26 21:11FootkerchiefNote Added: 0005275
2010-04-26 21:11FootkerchiefNote Edited: 0005275bug_revision_view_page.php?bugnote_id=0005275#r1867
2010-04-26 21:11FootkerchiefTag Detached: PROBABLE QUICK FIX
2010-04-26 21:11FootkerchiefSummarySecond year dwarf caravan brings no wagons, possibly because only muskox has WAGON_PULLER => Second year dwarf caravan brings no wagons
2010-04-26 21:12FootkerchiefNote Edited: 0005275bug_revision_view_page.php?bugnote_id=0005275#r1868
2010-04-26 21:13smjjamesNote Added: 0005276
2010-04-29 05:09Knight OtuNote Added: 0005652
2010-04-29 06:34PencilinHandNote Added: 0005658
2010-04-29 06:42PencilinHandNote Edited: 0005658bug_revision_view_page.php?bugnote_id=0005658#r2075
2010-04-29 10:14Knight OtuNote Added: 0005667
2010-07-23 06:12jfsNote Added: 0010866
2010-07-23 07:21FootkerchiefSummarySecond year dwarf caravan brings no wagons => No wagons in trader/merchant caravans
2010-07-23 07:35DawideIssue Monitored: Dawide
2010-07-23 07:44Hieronymous AlloyIssue Monitored: Hieronymous Alloy
2010-07-23 14:51Khym ChanurIssue Monitored: Khym Chanur
2010-07-30 06:49DawkinsIssue Monitored: Dawkins
2010-08-05 18:20HebaruSanIssue Monitored: HebaruSan
2010-08-23 04:49tzkalIssue Monitored: tzkal
2010-08-26 22:25BeeskeeIssue Monitored: Beeskee
2010-09-17 07:56redditIssue Monitored: reddit
2010-09-27 15:16Malibu StaceyNote Added: 0013027
2010-09-27 18:58Dame de la LicorneNote Added: 0013032
2010-09-28 05:53Malibu StaceyNote Added: 0013037
2010-09-28 09:51QuietustNote Added: 0013041
2010-09-28 10:07Dame de la LicorneNote Added: 0013042
2010-10-10 11:45Q.T.QuazarNote Added: 0013301
2010-10-10 14:25AnotherIssue Monitored: Another
2010-10-11 05:54lopen139Note Added: 0013318
2010-10-13 11:14QuietustNote Added: 0013348
2010-10-26 08:30Malibu StaceyIssue Monitored: Malibu Stacey
2010-11-01 14:31madjoe5Issue Monitored: madjoe5
2010-11-02 08:23wRARIssue Monitored: wRAR
2010-11-12 08:49jfsIssue Monitored: jfs
2010-11-16 13:38FootkerchiefRelationship addedrelated to 0003392
2010-11-23 20:45LupusIntusIssue Monitored: LupusIntus
2010-12-08 07:31DwarfuRelationship replacedhas duplicate 0000660
2010-12-08 07:31DwarfuIssue Monitored: kaosdrachen
2010-12-08 07:31DwarfuIssue Monitored: Trigger64
2010-12-08 07:31DwarfuIssue Monitored: lord_chaos22000
2010-12-08 07:31DwarfuIssue Monitored: jgoodwin
2010-12-08 07:31DwarfuIssue Monitored: Naros
2010-12-08 07:31DwarfuIssue Monitored: RossM
2010-12-08 07:32DwarfuNote Added: 0014455
2011-12-30 14:22QuietustNote Added: 0019268
2012-01-18 09:57QuietustNote Added: 0019404
2012-01-18 09:57QuietustTag Attached: binary patch
2012-01-18 09:59QuietustNote Edited: 0019404bug_revision_view_page.php?bugnote_id=0019404#r7275
2012-01-18 12:10QuietustNote Edited: 0019404bug_revision_view_page.php?bugnote_id=0019404#r7278
2012-02-01 14:03QuietustNote Added: 0019452
2012-02-16 16:49Toady OneNote Added: 0019865
2012-02-16 16:49Toady OneStatusnew => resolved
2012-02-16 16:49Toady OneFixed in Version => Next Version
2012-02-16 16:49Toady OneResolutionopen => fixed
2012-02-16 16:49Toady OneAssigned To => Toady One
2012-02-17 13:16madjoe5Issue End Monitor: madjoe5
2012-03-29 05:39NarosIssue End Monitor: Naros
2012-07-05 06:52Malibu StaceyIssue End Monitor: Malibu Stacey
2014-01-15 14:49Kirig Stonebeard IIIssue Monitored: Kirig Stonebeard II
2014-01-17 10:03Kirig StonebeardIssue Monitored: Kirig Stonebeard

2010-04-03 12:02   
I have never seen caravans arrive with wagons. My current save doesn't have access to elven or human civs, but my prior one did, and not only would the dwarves not bring wagons, neither would the humans, and they only brought a few burden beasts each, resulting in pathetic selection.
2010-04-03 14:25   
My first-year caravan did not bring those big wagons they used to bring in older versions, instead they brought those 1-tile carriages and happily walked down stairs straight to my depot. They had almost nothing to trade.
2010-04-03 18:26   
The dwarves in my first year also did not bring wagons.
2010-04-11 08:12   
My impression was that the selection is just as big as it was in 40d, elves bring even much more.

But yeah, no wagons at all, no note about bypassing, and my site/depot is accessible from at least 3 directions
2010-04-26 11:12   
Maybe it has something to do with the fact that some of the trade animals are missing the wagon puller tag?

I bet theres a quick fix here.

2010-04-26 20:13   
(edited on: 2010-04-26 20:14)
Just tested by adding [WAGON_PULLER] to horses, genning a new world, and starting a fort. The dwarven traders showed up at autumn with a horse.. but no wagon, despite horses being able to pull them (and the dwarves obviously having horses).

So... it's a fix that probably needs to be made, but it doesn't fix the problem of no wagons.

2010-04-26 21:11   
(edited on: 2010-04-26 21:12)
I'm not sure the dwarves should necessarily bring a wagon right away. You might have to give them some profits first.

2010-04-26 21:13   
Dang, I thought it might be a quick fix myself, so its bigger than just the wagon puller tag issue.

The missing wagon puller tags on some animals is a bug in itself, but apparently not the root of the problem. Not that the infinite capacity warthogs are helping anything.
Knight Otu   
2010-04-29 05:09   
Yeah, I had the same conclusion at 0000660 - wagonpuller apparently isn't sufficient to get wagons.

Hm, actually, it seems I didn't add that conclusion there.
2010-04-29 06:34   
(edited on: 2010-04-29 06:42)
As footkerchief said, try giving the traders good profits for a few years. That seems to help with the quantity and selection of goods. Obscene giveaways are a surefire way to motivate traders.

EDIT: Which of the raws did you add [WAGON_PULLER] to?

Knight Otu   
2010-04-29 10:14   
I'm not sure what smjjames did, but I had it on horses and a modded creature. I think at some point I added it to donkeys and mules as well
2010-07-23 06:12   
The summary of this issue should really be just "caravans bring no wagons", the only reason I put "second year" originally was that I never noticed whether the first year caravan had brought any wagons when I played my first 0.31.01 game ;)
Malibu Stacey   
2010-09-27 15:16   
This still exists in 31.14. Played 3 years of a new region generated in this version, Dwarves & Humans have been to my fort to trade & left with a good profit each year. Each year more pack animals come with the traders with more stuff to trade but still no wagons/carts/caravans show up with them.
Dame de la Licorne   
2010-09-27 18:58   
Have you tried building roads?

I remember back in the 2D version, the humans wouldn't bring wagons until you'd built a road and smoothed all of the boulders and "rough" floors. However, the first dwarven caravan would warn you about that when they left in the first autumn.
Malibu Stacey   
2010-09-28 05:53   
Will give it a shot when I get home this evening. Have a lovely new region generated with a 6*6 embark saved for actual play rather than bug testing which is a prime candidate to see if this makes a difference.
2010-09-28 09:51   
Roads haven't made a difference since the first 3D version (when the Shift+D command became available for highlighting wagon-accessible paths). If roads were the problem, we'd be seeing "Their wagons have bypassed your inaccessible site" when the caravan arrived at the map edge, but we're not, because they aren't even trying to bring them.
Dame de la Licorne   
2010-09-28 10:07   
I figured, but it was worth a shot.
2010-10-10 11:45   
No Wagons Ho in 31.16 either.
2010-10-11 05:54   
wagons do need slopes, you know that right?
2010-10-13 11:14   
lopen139: What exactly does that have to do with anything? As stated already, caravans aren't even trying to bring wagons - if wagon-accessible paths (which allow ramps but do not explicitly require them) were the only problem, we'd be getting announcements that "Their wagons have bypassed your inaccessible site."
2010-12-08 07:32   
Please note Toady's comments:

"...since I'm not sure we'll have wagons/carts until we get around to the big vehicle rewrites now, or maybe even the road stuff as well."

http://www.bay12forums.com/smf/index.php?topic=60554.msg1776138#msg1776138 [^]
2011-12-30 14:22   
I can confirm that the reason wagons are not showing up is because the game is failing to mark them as being available to the relevant civilizations - by doing some memory hacking to make them available (finding the appropriate entity record, locating the arrays which list the creature/caste combinations usable for wagons and wagon pullers, then using DFHack to insert appropriate values), I successfully got a Human caravan to arrive with 4 fully functional wagons, each pulled by a pair of horses and driven by a Human Merchant.
2012-01-18 09:57   
(edited on: 2012-01-18 12:10)
I dug a bit deeper into the code, and I found that creatures with flag 0 are being unconditionally rejected as "available creatures", just in between the checks for [EVIL] (when [USE_EVIL_ANIMALS] is not present in the entity) and [BIOME:SUBTERRANEAN_LAVA]/[FANCIFUL], and the creature token [EQUIPMENT_WAGON] always sets flag 0 along with flag 1 (where 1=EQUIPMENT_WAGON, 2=MUNDANE, 3=VERMIN_EATER, 4=VERMIN_GROUNDER, etc.).

The following binary patch for Win32 version 0.31.25 SDL should resolve this issue for newly generated worlds:
1AF1E1 : B2 0E -> 00 00 - disable the "ignore creatures with flag 0 set" check.

2012-02-01 14:03   
Binary patch for version 0.31.25 Linux: (untested)
2AD042 : 0F 84 -> 90 E9
Toady One   
2012-02-16 16:49   
The wagons come again in the next one. Thanks Quietust!