![]() 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.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |