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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Girlinhat on May 14, 2012, 12:24:09 pm

Title: The "How Does Minecart" Thread
Post by: Girlinhat on May 14, 2012, 12:24:09 pm
Let's keep it orderly.  We have minecarts, we have a thread.  Post your findings and what you've done to find them.

Interface:
1: Each track section has a set of directions it can move in.  Moving in the "wrong" direction derails the cart.
2: Use the "h" interface to set routes, set conditions for launch, and assign carts to be used at certain places.

Constructed Track:
1: Track is built instead of floors and ramps.  Deconstruct a floor and replace it with track.

Carved Track:

Flight:
1: All carts seem to travel the same distance, no matter their materials - contents of carts yet untested.

Item Shotgun:
1: Items do not unstack (500 coins is still coin[500]), single items are better ammo than stacked items like bolts or coins.
2: If there is a roof above the tile where the cart suddenly stops, there will be no shotgun.  At least one tile of empty space must exist above the cart.

Creature Collision:
1: Dogs don't know how to dodge.
Title: Re: The "How Does Minecart" Thread
Post by: Broan13 on May 14, 2012, 12:27:10 pm
Hmm so if the dogs can't dodge easily, perhaps somehow having two entrances might be needed, or putting dogs on restraints in specific locations?
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 14, 2012, 12:30:47 pm
Animals universally ignore traffic orders, making them difficult to avoid minecarts in motion.  All animals should be put away from minecarts, or be put directly towards minecarts.  It depends on what you're trying to achieve.
Title: Re: The "How Does Minecart" Thread
Post by: nanomage on May 14, 2012, 12:31:38 pm
Hmm so if the dogs can't dodge easily, perhaps somehow having two entrances might be needed, or putting dogs on restraints in specific locations?
two dogs near the walls of the 3-wide hallway with the rail in the middle?


EDIT: do incendiary minecarts work? (spill magma everywhere and set stuff afire)

EDIT: also, does magma-heated content of the minecart (spears or bolts) transfer heat to goblins they hit, setting them afire?

EDIT: also, animals in non-magma-safe cages put into minecarts filled with magma. Would that work? ^W^W ah i just have to stop, it's driving me mad
Title: Re: The "How Does Minecart" Thread
Post by: Z1000000m on May 14, 2012, 12:33:10 pm
I can't see the problem with animals not being able to dodge minecarts.
Now your track can act as dekittenator at the same time.
Title: Re: The "How Does Minecart" Thread
Post by: lazygun on May 14, 2012, 12:52:20 pm
Remember to put a track stop on both ends of your track. I had a dwarf pushing the minecart back from the storeroom to my fort entrance. Every time it reached the end, it kept on going for 10 squares or so, *through* the wagon, and once ended up on an impassable square of my carpenter's workshop.
Title: Re: The "How Does Minecart" Thread
Post by: Waparius on May 14, 2012, 04:20:07 pm
I've constructed a track and created a route with the hauling menu, but it keeps saying, "! Set dir/connect track".

The track is built out of NS, EW and one corner to connect them, with a stop at each end. I designated each stop in the hauling menu, set the directions (guide south when full at one, guide east when full at the other) but it drew a blue line through some solid rock. I tried putting a pair of stops on the corner with relevent directions, but the dwarves keep pushing the minecart along the floor instead of the tracks.

tl;dr, how does minecart route link with constructed minecart tracks?
Title: Re: The "How Does Minecart" Thread
Post by: Broan13 on May 14, 2012, 05:23:11 pm
Some lovely gentleman named Chris has posted a video on using minecarts to some effect.  There is much to be learned.

http://www.youtube.com/watch?v=AD6qfB2oOB0

I wanted to be told the basics before losing 3 embarks to it.
Title: Re: The "How Does Minecart" Thread
Post by: jhxmt on May 14, 2012, 05:25:08 pm
Hmm, can minecarts travel through water (i.e. under it, through 7/7 water)?

Could this potentially be a way to allow access to/exit from an underwater fortress, avoiding pathing issues - or a decontamination bath system?
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 14, 2012, 05:34:17 pm
Rollers use up 2 power per tile they are long, at least at the highest speed.
Title: Re: The "How Does Minecart" Thread
Post by: rtg593 on May 14, 2012, 05:37:41 pm
Watching the first few minutes of the video, he implies you can order the cart to dump without going into a stockpile... Can you dump into a quantum chute onto a stockpile inside the fort?
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 14, 2012, 05:43:34 pm
Yes.  Stopping points can be ordered to dump, creating a quantum stockpile, an automatic pond filler, or both - automatically burn away useless goblinite and keep the good.
Title: Re: The "How Does Minecart" Thread
Post by: Geb on May 14, 2012, 05:44:44 pm
Rollers use up 2 power per tile they are long, at least at the highest speed.

My rollers seem to use zero power to function. They claim to need power, but then boost the cart anyway.
Title: Re: The "How Does Minecart" Thread
Post by: FearfulJesuit on May 14, 2012, 09:01:27 pm
Rollers use up 2 power per tile they are long, at least at the highest speed.

My rollers seem to use zero power to function. They claim to need power, but then boost the cart anyway.

This is also the case for me.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 14, 2012, 10:24:23 pm
Has anyone been able to get a route to work if it has a branch in it? We can build them, but it seems routes don't allow them? :/

Oh, might have had something to do with building a N track, not a NS track (which would be required for the return route I planned).

Got it, I think, when you set the take from stockpile you also have to SPECIFY, by pressing enter, what to take from that stockpile.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 14, 2012, 11:34:08 pm
I've used a track and cart to send goods to be dumped down a hole to a workshop floor. Despite their being a wood stockpile at ground level it seems that the 'dumped' items aren't then returned to the top stockpile. I believe the wood at the bottom is still available for use though. Interesting.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 14, 2012, 11:37:15 pm
I've got a working stockpile transfer cart going. You have to set the stop to take things like you would a stockpile.
Title: Re: The "How Does Minecart" Thread
Post by: Talonj on May 14, 2012, 11:56:39 pm
I can't figure out what's going on. I have a minecart set up, trying to drop some blocks downwards all fancy-like, and all it says is "Set dir/connect track". Jobs are generated to fill the minecart, but they are always canceled because of "item inaccessible".

I have a stray NSE instead of NS track in my spiral rampway, which might be it.
Also the stockpile has bins... maybe if I turn them off...

No, now my whole fort is dancing between the block pile and the minecart, trying and failing to load blocks into it.

Anyone experiencing something similar, or do I just have weirdness going on?
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 15, 2012, 12:11:57 am
Discovery: If you carve some tracks and don't like what you've done you can floor over them. When you remove the floor the stone underneath goes back to being blank.

You can also build new tracks directly on the old.

I still haven't worked out how to successfully use intersections. I think rollers can help. At a T section rollers can push the cart in the new direction instead of careening off the end of the T, but sometimes it works... and sometimes it doesn't.
Title: Re: The "How Does Minecart" Thread
Post by: DanteThanatos on May 15, 2012, 12:17:00 am
I've come with an idea to high traffic areas and pushed carts(not guided ones). I dont know why someone would do that with high traffic corridors but:

You could make an airlock with doors, like trains irl.
Put a Pressure plate that a cart will pass on to lock the two doors of the airlock. Make sure to put the PP on the tracks before reaching the door.
Then put another PP on the tracks that will open the doors.

I can see many issues with this idea but I think it can evolve.

Anything that is stuck in between the doors when they lock down will be hit.
If the cart stop from the colision you will have locked doors with no easy way to open them short of deconstructing them.
Something can stuck the door open when it receives the lock signal.
Pets.

Still messing around with this contraption, will report anything I find.
Title: Re: The "How Does Minecart" Thread
Post by: Commiesalami on May 15, 2012, 12:44:48 am
When you choose a vehicle to place on a route im noticing that the X has differing colors.  Ive seen red purple and yellow.  Dwarves didn't place the cart on the track for red and purple icons.  Any insight?
Title: Re: The "How Does Minecart" Thread
Post by: rtg593 on May 15, 2012, 12:53:10 am
I'm also seeing the set dir/connect track error... I dunno why, I have a stop, an ew track, an ew ramp, then a ne track, a nw track, an ew track, and then a track stop... everything should be lined up...

Oh, and I placed a cart sensitive pressure plate right before the last stop... The idea is, they pass over the pressure plate, which triggers the retracting bridge immediately to the east of the last stop. This is a surface wood dump, I'm hoping they can dump in down to the carpenter shop, basically making a quantum stockpile, and the bridge will block any flying enemies from going down that chute...

But that error message is there, and no one is approaching the cart... Full wood stockpile next to it, what am I missing?

EDIT: waaaiiiitt... I think I need a dead end track there, and build the stop on top of it........ If that's whats wrong, I'ma gunna feel dumb:p
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 12:56:39 am
Track stops should be on top of tracks for the connection to count.

I'm having trouble with my up ramps - all the carts just keep bumping off of them like they're walls. They're definitely ramps, though, and they definitely go both of the desired directions.
Title: Re: The "How Does Minecart" Thread
Post by: NW_Kohaku on May 15, 2012, 01:00:11 am
Track stops should be on top of tracks for the connection to count.

I'm having trouble with my up ramps - all the carts just keep bumping off of them like they're walls. They're definitely ramps, though, and they definitely go both of the desired directions.

Maybe that's just standard behavior if the carts don't have enough forward momentum?  They go halfway up the ramp, then slide back down. 
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 01:01:16 am
But these carts are getting shot by the fastest speed booster. Maybe it needs to be longer...
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 15, 2012, 01:05:30 am
Track stops should be on top of tracks for the connection to count.

I'm having trouble with my up ramps - all the carts just keep bumping off of them like they're walls. They're definitely ramps, though, and they definitely go both of the desired directions.

Wasn't there a difference between "ramps" and "track ramps"?
Title: Re: The "How Does Minecart" Thread
Post by: rtg593 on May 15, 2012, 01:05:37 am
Track stops should be on top of tracks for the connection to count.

I'm having trouble with my up ramps - all the carts just keep bumping off of them like they're walls. They're definitely ramps, though, and they definitely go both of the desired directions.

 :-[ :-[ :-[ :-[ :-[

You just made me realize I didn't have a wall next to the one ramp........
Track stops should be on top of tracks for the connection to count.

I'm having trouble with my up ramps - all the carts just keep bumping off of them like they're walls. They're definitely ramps, though, and they definitely go both of the desired directions.

Wasn't there a difference between "ramps" and "track ramps"?

Ya, if you page down on the construct track page, you get the construct track ramp page.



Alright, the set dir thingy is gone... now why aren't they filling the cart and sending it on it's way... Yes, I set all the orders in the (h)auling menu... I think...

EDIT: Dangit! Where'd that stockpile link option appear from... Bet that's my issue, lol.
Title: Re: The "How Does Minecart" Thread
Post by: NW_Kohaku on May 15, 2012, 01:08:20 am
This was posted in a different thread:

I ran into this exact problem myself earlier.

The solution: As counter-intuitive as it seems, only make your ramps face the direction of the next level they are going towards. For example, a ramp with the upper level north of it needs to only face north. Even when the cart goes both ways, it will run fine on it (It works for me at least!)

So it seems that ramps are really picky about directionality of both ramp and rails. 
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 01:09:16 am
They're track ramps, all right. And it takes a ton of energy to shoot these things up ramps.

An empty wooden cart was shot by a 7-long roller at the highest speed, going one tile and then up a track-ramp. It stopped right at the top of the ramp.

This was posted in a different thread:

I ran into this exact problem myself earlier.

The solution: As counter-intuitive as it seems, only make your ramps face the direction of the next level they are going towards. For example, a ramp with the upper level north of it needs to only face north. Even when the cart goes both ways, it will run fine on it (It works for me at least!)

So it seems that ramps are really picky about directionality of both ramp and rails.

Oh. Huh, it's probably a bug then.

edit: Using this method will break the circuit and give you the yellow warning exclamation point.
Title: Re: The "How Does Minecart" Thread
Post by: Talonj on May 15, 2012, 01:15:19 am
Track stops should be on top of tracks for the connection to count.

I'm having trouble with my up ramps - all the carts just keep bumping off of them like they're walls. They're definitely ramps, though, and they definitely go both of the desired directions.

That's... likely my problem. In other news, I managed to get a dwarf stuck in place trying to push a track cart. The job is impossible to manually remove from the jobs menu, too. I'm going to do some more research on this, before reporting it as a bug.

I had set a bunch of stuff in the cart to be dumped, while it was also meeting the conditions to push the cart. Stuff got dumped, but I think the dwarf didn't like people taking stuff out of the cart when he was trying to push it.
They're track ramps, all right. And it takes a ton of energy to shoot these things up ramps.

An empty wooden cart was shot by a 7-long roller at the highest speed, going one tile and then up a track-ramp. It stopped right at the top of the ramp.

Well crap. How are we supposed to reliably get minecarts to transport UP then?
I imagine having huge hallways of long rollers would be annoying to engineer.

I've never actually played DF long enough to have a huge mechanical project, though...
Title: Re: The "How Does Minecart" Thread
Post by: rtg593 on May 15, 2012, 01:15:47 am
It worked! He pushed the cart over the pressure plate, opening the bridge, and dumped the wood down the chute! It then landed next to the carpenter shop. As he walked the cart back up, the bridge closed, making the fort secure again.

Hot dang, that's cool. Got the same thing making a quantum stockpile next to my mason shop, small stone pile, when cart is full, dumps it a level lower next to the mason shop.

Automated undump, booya.

EDIT: Oh, for the OP list of knowledge, an item in the minecart is inaccessable for anything. All my wood was in the cart, and my carpenter shop jobs cancelled due to no wood. Once the cart was dumped, I had to add them all again.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 01:20:55 am
Well crap. How are we supposed to reliably get minecarts to transport UP then?

Use the glitchy ramp method a few posts up.

Potential problem: this method does not work with ramps that turn. A cart going west that hits a S track-ramp will stop immediately. Let's hope my SE track ramp works!

edit: It didn't work. Well, looks like turn-ramps just aren't going to work until we get a bug fix. Time to extend the track a hair.
Title: Re: The "How Does Minecart" Thread
Post by: rtg593 on May 15, 2012, 01:23:17 am
Note to self: cart full of logs falling of dwarfs head hurts dwarf.
Title: Re: The "How Does Minecart" Thread
Post by: Sus on May 15, 2012, 01:54:25 am
1: Dogs don't know how to dodge.
Oh my.
This might need some attention from The Great Toady One.
I don't want my war dogs (and -bears) following their owners to get pulped by mine carts.  :-\
Title: Re: The "How Does Minecart" Thread
Post by: Scelly9 on May 15, 2012, 02:29:06 am
I think I figured out flight. Testing in the morning.
Title: Re: The "How Does Minecart" Thread
Post by: MrWiggles on May 15, 2012, 03:11:16 am
So, I want to use my minecarts to for clearing out rocks from the fortress, how do I do this?

Do I need to just create a Loading stockpile then a dumping stockpile?

Or can I link a Zone to a stop?
Title: Re: The "How Does Minecart" Thread
Post by: rtg593 on May 15, 2012, 03:24:43 am
So, I want to use my minecarts to for clearing out rocks from the fortress, how do I do this?

Do I need to just create a Loading stockpile then a dumping stockpile?

Or can I link a Zone to a stop?

Here's what I did.

3x3 stone stockpile, carve a track from wherever to wherever. Puts stops at each end, have it dump in the direction of the pile you want it ending up in. Set up the route with (h)auling menu, link the loading stop to the 3x3 stockpile.

Bam, they automatically clear all the stone in the fort, and place it in a quantum stockpile. Even better, it's a quantum stockpile that doesn't need any micromanagement. Garbage dumps are no longer needed. No unforbidding required.

EDIT: I'm actually doing that with every stockpile I have, right now. Adding a 2 tile track, side-by-side stops. They load the cart and dump it right next door. 5x5 room for each workshop, infinite storage. It's an automated undump with no tricky water, or micromanagement.
Title: Re: The "How Does Minecart" Thread
Post by: Agent_86 on May 15, 2012, 03:29:34 am
Here's what I did.

3x3 stone stockpile, carve a track from wherever to wherever. Puts stops at each end, have it dump in the direction of the pile you want it ending up in. Set up the route with (h)auling menu, link the loading stop to the 3x3 stockpile.

Bam, they automatically clear all the stone in the fort, and place it in a quantum stockpile. Even better, it's a quantum stockpile that doesn't need any micromanagement. Garbage dumps are no longer needed. No unforbidding required.

EDIT: I'm actually doing that with every stockpile I have, right now. Adding a 2 tile track, side-by-side stops. They load the cart and dump it right next door. 5x5 room for each workshop, infinite storage. It's an automated undump with no tricky water, or micromanagement.
I could see this working very well for trading.  Set up a couple stockpiles next to the depot, and when you buy out all the elves' cloth or whatever you fancy, it gets put into the stockpile, then shipped off next to the dwarven tailor to make into beautiful socks.
Title: Re: The "How Does Minecart" Thread
Post by: rtg593 on May 15, 2012, 03:49:07 am
Here's what I did.

3x3 stone stockpile, carve a track from wherever to wherever. Puts stops at each end, have it dump in the direction of the pile you want it ending up in. Set up the route with (h)auling menu, link the loading stop to the 3x3 stockpile.

Bam, they automatically clear all the stone in the fort, and place it in a quantum stockpile. Even better, it's a quantum stockpile that doesn't need any micromanagement. Garbage dumps are no longer needed. No unforbidding required.

EDIT: I'm actually doing that with every stockpile I have, right now. Adding a 2 tile track, side-by-side stops. They load the cart and dump it right next door. 5x5 room for each workshop, infinite storage. It's an automated undump with no tricky water, or micromanagement.
I could see this working very well for trading.  Set up a couple stockpiles next to the depot, and when you buy out all the elves' cloth or whatever you fancy, it gets put into the stockpile, then shipped off next to the dwarven tailor to make into beautiful socks.

Honestly? This is working very well for EVERYTHING. My normal level with 11x11 stockpile room after room... Isn't needed. I have my ores dumping in the middle of my magma smelters, my magma smelters drop the bars into a pile. That get dumped into the middle of my magma forges. From my magma forges, items get dumped into a pile, that also have my magma kiln and my magma glass furnaces dumping into it, as well!

Clay is a ways away, so I have clay collection zones, overlapping clay stockpiles. Haven't started this one up yet, but it should load the clay into a cart, and dump it into the middle of the 4 magma kilns. Going to try the same thing with sand bags next.

As I mentioned above, wood is getting dumped down a chute from the surface, the cart triggers a bridge to retract and drop the wood. Fast access, little risk of a flyer getting down. I could do the same with clay and sand bags, if I didn't have surface magma.

This update is nuts!!! :-D

EDIT: PS, wheelbarrows are worth it. They go so much faster, and it's really fun to watch it, too. Great mental image of em whipping around corners, barely missing things...:p
Title: Re: The "How Does Minecart" Thread
Post by: Ves on May 15, 2012, 04:28:19 am
I tried to create a circle of track with rollers powered by a windmill to create a neverending cart ride, but the cart keeps on coming to a stop atop the rollers. Any idea why?
Title: Re: The "How Does Minecart" Thread
Post by: Agent_86 on May 15, 2012, 04:29:26 am
I tried to create a circle of track with rollers powered by a windmill to create a neverending cart ride, but the cart keeps on coming to a stop atop the rollers. Any idea why?
First thing popped into my mind - is the windmill actually producing power, and is it properly being sent to the roller?
Title: Re: The "How Does Minecart" Thread
Post by: rtg593 on May 15, 2012, 04:30:09 am
Does the windmill....

Dangit, ninja'd.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 15, 2012, 04:34:52 am
Does there need to be track under the rollers?
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 04:37:50 am
Oh, the dump command on carts is going to be awesome.

Do magma-proof mechanisms that are submerged in magma still work? Because I might need to make a magma pit that carts dive in and out of and deliver magma to my fort.

Does there need to be track under the rollers?

Yes.
Title: Re: The "How Does Minecart" Thread
Post by: Ves on May 15, 2012, 05:11:13 am
Ah, that's where I was going wrong then. I assumed Rollers had built in track.

Now I have my perpetual motion machine going. And my dwarf nearly died of thirst before I could get him to stop.
Title: Re: The "How Does Minecart" Thread
Post by: Agent_86 on May 15, 2012, 05:16:42 am
Oh, the dump command on carts is going to be awesome.

Do magma-proof mechanisms that are submerged in magma still work? Because I might need to make a magma pit that carts dive in and out of and deliver magma to visitors outside the walls.
Fix'd.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 15, 2012, 06:35:03 am
So I created a long track. At the end, a ramp track leading up and then a cliff. Powered it with ten rollers (and I even chucked a windmill on them for no good reason as far as I can tell, as it really doesn't make a difference right now).

I could accelerate a cart up the ramp and then along that Z level a little before dropping down. Going up does not seem to impart any vertical velocity.

I then added another seven powered rollers and there was no difference in the distance the cart fell. I figure the carts hit some kind of max speed and that ten rollers is enough for that.

Haven't worked out how to shotgun anything. Full carts seem to just launch everything as one mass together, in fact, stuff even stayed in the cart in the above experiment.

A dwarf who rode the cart in the first experiment did not suffer any ill effects when the cart landed. If we ever needed a way to deliver dwarves down great heights, this could be it. Only problem is, of course, that there's no way to 'pause' a mine cart route and no way to lock them down to an individual user.
Title: Re: The "How Does Minecart" Thread
Post by: Scelly9 on May 15, 2012, 07:08:55 am
Whats the button for auto-place track?
Title: Re: The "How Does Minecart" Thread
Post by: Geb on May 15, 2012, 07:26:46 am
I tried to create a circle of track with rollers powered by a windmill to create a neverending cart ride, but the cart keeps on coming to a stop atop the rollers. Any idea why?

I made a circle of track with rollers, and as soon as I put a cart on it, it zoomed off out of control. It didn't stop until I blocked its path with sacrificial yaks, even though the rollers were unpowered.
Title: Re: The "How Does Minecart" Thread
Post by: Williham on May 15, 2012, 07:27:32 am
Minecarts, when used for certain things, have absurdly huge capacities.

For instance, a minecart loaded with cloth has space for about 2 500 rolls of cloth, that is, a staggering 25 million units.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 15, 2012, 07:39:36 am
Rollers don't need power right now, but they do need to be built on top of track.
Title: Re: The "How Does Minecart" Thread
Post by: DanteThanatos on May 15, 2012, 07:57:23 am
Everyone is learning(the hard way) this: Minecarts are dangerous.

Also, don't try to push carts up ramps. Its not strong enough, my cart rolled back onto my miner...hitting him in the head, jamming the skull into the brain bla bla bla.
(don't know if the individual dwarf Strength does anything with push force).
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 09:45:32 am
Minecarts, when used for certain things, have absurdly huge capacities.

For instance, a minecart loaded with cloth has space for about 2 500 rolls of cloth, that is, a staggering 25 million units.

Most objects have ridiculous capacities. A finished goods cart will hold several hundred of them, and a block cart can hold around 100.

I'm making a raw fish cart soon (sanitary as heck), so I should be able to figure out that one too.
Title: Re: The "How Does Minecart" Thread
Post by: FearfulJesuit on May 15, 2012, 09:47:37 am
New findings: rollers will not work if "frozen". I know this because, to save myself the trouble of digging or placing wooden minecarts, I embarked on a glacier and carved a track in the ice.
Title: Re: The "How Does Minecart" Thread
Post by: Socializator on May 15, 2012, 10:26:49 am
Since I cant test right now, has anyone checked what is the difference between carved and constructed tracks? E.g. if traps can be laid on one of those etc...
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 15, 2012, 10:50:47 am
I`ve made a long channel with a ramp on each end and like 48 tiles long roller between them.

1) An empty wooden minecart, being pushed into the channel, flies from the other end very fast and stops when it meets an obstacle. Nothing unexpected here.

Now let`s fill the channel with water and see some crazy science!

2)An empty wooden minecart, being pushed into the channel, becomes filled with 833 units of water, relatively slowly moves to the upward ramp and stops on it. From my previous experiment I can add that the minecart can start moving from ramp back on roller and than on ramp again, and it won`t stop while the roller is powered.

And now let`s change the "push" order to "ride".

3) A dwarf, riding a minecart through the water, does not leave it while it is still moving, despite being covered in water and drowning.

4) When a minecart with a dwarf collided with a minecart than was standing on a ramp, something strange happened. Both minecarts left the channel. The first one, which was standing on the ramp, moved like 10 tiles forward (only 2 of them were tracks). The second minecart moved only a tile or two forward, then it stopped, its "pilot" left it, grabbed it and hauled it back to start.
When I was trying to repeat this, the standing minecart also flew 10 tiles forward, but the moving one stopped on a ramp and didn`t even leave the channel. The pilot left it after the stop and went away using the emergency stairs.

Can somebody explain the 4th experiment?
Title: Re: The "How Does Minecart" Thread
Post by: xmakina on May 15, 2012, 10:59:46 am
833 units? As in 119 complete tiles of water?
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 15, 2012, 11:07:13 am
833 units? As in 119 complete tiles of water?

Nope, not that units. IIRC results of my another experiment, contents of a minecart make 2/7 water in one tile when being dumped.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 15, 2012, 11:13:39 am
I've found something interesting.  In trying to build a shotgun, I've built a long ramp, a row of fortifications, and then a depot.  You know, so I can fire wooden crafts at the elves.  Except it was the dwarven caravan who happened to arrive.  And it was iron spears.

So, first test fire:
1: A caravan marksdwarf is accidentally standing on the track instead of remaining in the depot.
2: The cart barrels down the constructed hill and slams into the marksdwarf at a rate of about 2 ticks per tile.
3: The marksdwarf is sent flying through the fortifications!
4: The iron spears shotgun out, and strike the marksdwarf while the dwarf is in flight multiple times.
5: The dwarf hits the bridge at the other side of the depot and falls to the ground.

Thoroughly epic.
Title: Re: The "How Does Minecart" Thread
Post by: Sus on May 15, 2012, 11:24:08 am
I've found something interesting.  In trying to build a shotgun, I've built a long ramp, a row of fortifications, and then a depot.  You know, so I can fire wooden crafts at the elves.  Except it was the dwarven caravan who happened to arrive.  And it was iron spears.

So, first test fire:
1: A caravan marksdwarf is accidentally standing on the track instead of remaining in the depot.
2: The cart barrels down the constructed hill and slams into the marksdwarf at a rate of about 2 ticks per tile.
3: The marksdwarf is sent flying through the fortifications!
4: The iron spears shotgun out, and strike the marksdwarf while the dwarf is in flight multiple times.
5: The dwarf hits the bridge at the other side of the depot and falls to the ground.

Thoroughly epic.
Awesomest. Thing. Ever.  8)
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 15, 2012, 11:32:11 am
Also of note: Spears fly over walls.  I lost a dwarf by the name of "Useless" when a spear went to high and struck him in the heart (literally).

Thank you Useless.  You have contributed more to science than you ever did to the fortress.

EDIT: Two things to note.
1: I constructed 5 railways, 5 long each, ending in a ramp and wall.  5x roller length on all of them, so 5 identical launching platforms.  Firing iron minecarts, they all achieve the exact same flight every single time.  Additionally, an alder wood cart went the exact same distance.
2: The Nanny Goat's left eye skids along the ground, bruising it!
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 15, 2012, 11:55:24 am
My research provided absolutely crazy result. Again.

So, I have a water-filled channel with ramps and a roller. Minecart number one stands on the end ramp. Minecart number two is pushed into the channel from the beginning.
Guess what?
They do not collide. When minecart 2 touches the roller, minecart 1 suddenly gains speed and flies up the ramp.
They are 50 tiles away from each other.
Title: Re: The "How Does Minecart" Thread
Post by: Maxmurder on May 15, 2012, 12:20:09 pm
They are 50 tiles away from each other.

Mincart quantum entanglement?
Title: Re: The "How Does Minecart" Thread
Post by: Gigaz on May 15, 2012, 12:31:11 pm
Does anyone have an idea when it would actually be useful to choose "ride" instead of "push" or "guide"?

I think there are some theoretical possibilities but they rely strongly on locking and unlocking a path for dwarf and minecart.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 15, 2012, 12:40:57 pm
If you've got rollers and/or hills, then riding is quicker than pushing.
Title: Re: The "How Does Minecart" Thread
Post by: Psieye on May 15, 2012, 12:43:49 pm
Does anyone have an idea when it would actually be useful to choose "ride" instead of "push" or "guide"?

I think there are some theoretical possibilities but they rely strongly on locking and unlocking a path for dwarf and minecart.
Well planned job permissions. For example, only plant threshers are allowed to haul food and work with vehicles. They deliver and instantly start work on the other end of the track where the workspace is isolated from the outside world. Ok, maybe not threshers but you get the idea.

Actually, what happens when hauling permissions get mixed around? Will stone haulers load a minecart but not guide/push/ride it unless they also have vehicle permission?
Title: Re: The "How Does Minecart" Thread
Post by: jwest23 on May 15, 2012, 12:45:40 pm
I haven't looked yet, but is there a way to assign a dwarf to a cart in a manner similar to assigning them to a lever?

Then you might have a dwarf fill a cart, ride it to the next stop, and unload it.  Practically.  There are lots of impractical ways that I can think of to use that.

Otherwise, I suppose you could use the ride option for escape pods.

"Thank you for pulling the self-destruct lever.  The fortress will self-destruct in three minutes."
Title: Re: The "How Does Minecart" Thread
Post by: Gigaz on May 15, 2012, 12:57:18 pm
Well planned job permissions. For example, only plant threshers are allowed to haul food and work with vehicles. They deliver and instantly start work on the other end of the track where the workspace is isolated from the outside world. Ok, maybe not threshers but you get the idea.

I thought about that, too, but this solution is always less efficient then strict seperation of loading and unloading the vehicle.
The only important situations for a dwarf to walk are when he must go to the food stockpile, to his workshop, to the dining room or to his bed.

I'm quite sure that he can't ride to his bed. If he can path there, he will. If he can't, he falls asleep immediately.
But if he comes from his bedroom, one could build a fake workplace. When he approaches it, he must instead be locked in with a minecart so that he is forced to ride the cart wherever it takes him.


Title: Re: The "How Does Minecart" Thread
Post by: PsychicKid on May 15, 2012, 01:07:54 pm
So. How the hell do you actually use these things? '-'
Title: Re: The "How Does Minecart" Thread
Post by: Psieye on May 15, 2012, 02:16:41 pm
So. How the hell do you actually use these things? '-'
You need stockpiles on both the start and the end (unless you do auto-dump at the track stop). Minecarts are made at a carpenter's (at first). Tracks can be engraved in stone floors. You need to set 'h'auling routes for minecarts to be used. That's the basics, the rest the user interface should guide you through.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 15, 2012, 02:36:22 pm
By the way, it looks like we can easily move minor quantities of magma anywhere now, without pistons/pumps. Just fill some minecarts with it and assign them to be emptied where you need. Three minecarts must be enough for magma forge.
Still have to test this.
Title: Re: The "How Does Minecart" Thread
Post by: greenskye on May 15, 2012, 02:47:54 pm
I'm not able to test this right now, but has anyone used the "guide" option to go up ramps? Does that seem to be effective? Seems like the best way to move magma up quickly is just to set up a track and have dwarves guide carts full of magma up to the surface.
Title: Re: The "How Does Minecart" Thread
Post by: Gigaz on May 15, 2012, 02:54:07 pm
I think I found something that is important about minecarts:

They seem to work like a draisine. When a dwarf rides a minecart, it does not need energy.
If he is instead orderer to guide a minecart, he does not need a track. But he will respect his traffic restrictions and haul the heavy cart full of items the whole way.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 02:55:13 pm
I'm not able to test this right now, but has anyone used the "guide" option to go up ramps? Does that seem to be effective? Seems like the best way to move magma up quickly is just to set up a track and have dwarves guide carts full of magma up to the surface.

I'm waiting on a cart to empty out for the guide feature right now (edit: man, it emptied out and got guided right as the human caravan got her so i was distracted. I'm not sure if it was pushed up the ramp or carried.).

Discovery: dwarves will not push a cart directly down a ramp. As in, there has to be a square of non-ramp track for it to get pushed onto before the dwarves will push it.

Also, food carts aren't going to have as much capacity as finished good carts because the stacks of [5] or so food you end up with take up a lot of space. You'll still probably fit a good 100 units of food, it'll just be like 20 different stacks of 5 instead of 100 different finished goods.
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 15, 2012, 03:06:51 pm
I tried sending a cart with a rider down a 25z ramp and across the cavern lake (north to south):
Spoiler (click to show/hide)

It made it!

As you can see, the cart skipped 3 times. Notice how the distance decreases each time. I reckon another 12-15 tiles max, maybe.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 03:35:31 pm
I wonder how dependent on weight the skipping is. If it was full of metal bars, would it have not made it?

edit: Dwarf guiding pushes the cart along the track, and up ramps. This was with an empty cart, though.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 15, 2012, 05:45:36 pm
Distance doesn't seem to depend on weight.  Alder carts and iron carts traveled the same distance in a short test - although I had conflicting results.  At some points the carts would go inexplicably much further or slightly shorter.  It seemed to be related to creates.  I think carts may be able to come down on a creature and skip over the creature's head as if it were water.
Title: Re: The "How Does Minecart" Thread
Post by: DanteThanatos on May 15, 2012, 05:59:02 pm
Thats cool. Hmm sometime from now someone is going to make an Emergency Burrow:

The fort is about to fall and then the player activates the Emergency. All capable dwarfs will try to make to Escape pods carts that fall some z ramps and skid over water and/or air.(Or magma)

On the other side there are beds/wood, farms, food and fresh water.
The dwarf then get out of the cart and push it to a roller that send the cart over to the other survivors so they too can save themselves.Or not.

Edit: little mistake I made.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 15, 2012, 06:05:19 pm
Not very viable for mass escape.  But it can get your important dwarves away, like the weaponsmith, armorsmith, brewer, baron more brewers.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 15, 2012, 06:23:36 pm
If you had enough parallel escape tracks within an escape burrow, you could add all the dwarves to the burrow and enable whatever hauling task you are using (possibly booze hauling, so each dwarf could escape with a barrel or two), and they should all escape, so long as you can keep enough carts available.  You might want to make two burrows, one that you assign a few important dwarves to in order to guarantee their escape, and the other is the escape burrow for the less useful dwarves.  This would make sure that the peasants can't jump the line and all escape, leaving the weaponsmith behind.
Title: Re: The "How Does Minecart" Thread
Post by: NW_Kohaku on May 15, 2012, 06:23:49 pm
I tried sending a cart with a rider down a 25z ramp and across the cavern lake (north to south):

How large a mist cloud does that create? 

I wonder if automated cart skips across small ponds can be used in dining halls as mist generators. 

Anyway, you seemed to lose about 20% of your forward momentum each skip. 
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 15, 2012, 06:45:31 pm
Cart-powered mist generators appear to be very possible and relatively lag-free!
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 06:54:08 pm
I'm imagining a dining room where, once every ten seconds, a cart flies into the room, skips across the central pool, and bounces into a hole on the opposite wall.

Bonus points if the minecart path is just a common one that you use and not one made specifically for the dining room, so there's items and dwarves in these carts as they fly through.
Title: Re: The "How Does Minecart" Thread
Post by: Buttery_Mess on May 15, 2012, 07:01:05 pm
I've found something interesting.  In trying to build a shotgun, I've built a long ramp, a row of fortifications, and then a depot.  You know, so I can fire wooden crafts at the elves.  Except it was the dwarven caravan who happened to arrive.  And it was iron spears.

So, first test fire:
1: A caravan marksdwarf is accidentally standing on the track instead of remaining in the depot.
2: The cart barrels down the constructed hill and slams into the marksdwarf at a rate of about 2 ticks per tile.
3: The marksdwarf is sent flying through the fortifications!
4: The iron spears shotgun out, and strike the marksdwarf while the dwarf is in flight multiple times.
5: The dwarf hits the bridge at the other side of the depot and falls to the ground.

Thoroughly epic.

(http://tnypic.net/b28b1.png)
Title: Re: The "How Does Minecart" Thread
Post by: Roboboy33 on May 15, 2012, 07:09:23 pm
New use for minecarts! In trying to get my minecarts to skip over water, it seems they have to be empty to skip over water, so after trying with items twice, I decided to try it empty, and now the cart got stuck on top of the other two carts, and the rider is stranded on the lake, that rider also happens to be my mayor, so I'm not going to save him.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 07:24:42 pm
Protip: Dwarf-guided carts ignore rollers. So you can have one-way rollers and then just have a dwarf guide the cart back over them.
Title: Re: The "How Does Minecart" Thread
Post by: Ves on May 15, 2012, 07:41:42 pm
In these two pictures, all flat track is rollers.

(http://i.imgur.com/Xcz7n.png)

At 1, the Dwarf falls out of the cart they're riding, but the cart continues down the track.

(http://i.imgur.com/RIiCM.png)

At 2, the cart slides back to 1, then gets boosted back to 2, then slides back to 1, forever.

Any suggestions on how to fix?
Title: Re: The "How Does Minecart" Thread
Post by: TheCoolSideofthePIllow on May 15, 2012, 08:06:18 pm
I need to build some damn minecarts and tracks :X
Title: Re: The "How Does Minecart" Thread
Post by: blackmagechill on May 15, 2012, 08:24:20 pm
Do minecarts full of !!lignite!! act the same way as bins, in the sense that they can cook away an ocean?
Title: Re: The "How Does Minecart" Thread
Post by: Sroge on May 15, 2012, 08:52:31 pm
Just started playing DF after a long break, and came back to see that minecarts have been added.

So... What's so useful about them, besides moving things faster?
Title: Re: The "How Does Minecart" Thread
Post by: Scelly9 on May 15, 2012, 08:56:33 pm
Shotguns.
Title: Re: The "How Does Minecart" Thread
Post by: Agent_86 on May 15, 2012, 08:58:27 pm
Just started playing DF after a long break, and came back to see that minecarts have been added.

So... What's so useful about them, besides moving things faster?
Making them go very, very fast into anything that you might want to add lots of kinetic energy to.
Title: Re: The "How Does Minecart" Thread
Post by: Buttery_Mess on May 15, 2012, 09:11:30 pm
Easy to get sand down to magma sea to make stuff out of glass.
Title: Re: The "How Does Minecart" Thread
Post by: arzzult on May 15, 2012, 09:15:44 pm
Easy to get sand down to magma sea to make stuff out of glass.

Easy to get magma up to the surface to make stuff out of glass burn the pointy ears with.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 15, 2012, 09:15:49 pm
I've found something interesting.  In trying to build a shotgun, I've built a long ramp, a row of fortifications, and then a depot.  You know, so I can fire wooden crafts at the elves.  Except it was the dwarven caravan who happened to arrive.  And it was iron spears.

So, first test fire:
1: A caravan marksdwarf is accidentally standing on the track instead of remaining in the depot.
2: The cart barrels down the constructed hill and slams into the marksdwarf at a rate of about 2 ticks per tile.
3: The marksdwarf is sent flying through the fortifications!
4: The iron spears shotgun out, and strike the marksdwarf while the dwarf is in flight multiple times.
5: The dwarf hits the bridge at the other side of the depot and falls to the ground.

Thoroughly epic.


You know that DF forum meme about how people would eventually build a SPOILER cannon that shoots SPOILERS? It's now possible!
Title: Re: The "How Does Minecart" Thread
Post by: Sroge on May 15, 2012, 09:19:22 pm
Just started playing DF after a long break, and came back to see that minecarts have been added.

So... What's so useful about them, besides moving things faster?
Making them go very, very fast into anything that you might want to add lots of kinetic energy to.

So one could, in theory, make a hallway with alternating minecart tracks like so:

W..W
tttttt
W..W
tttttt
W..W

Where W is a wall, t are the tracks, and . are open spaces, that would activate the minecarts whenever there's an invasion? Leading to goblin paste over the walls?

Or am I too optimistic?
Title: Re: The "How Does Minecart" Thread
Post by: Scelly9 on May 15, 2012, 09:21:57 pm
Its even better with lots of carts and no open spaces.
Title: Re: The "How Does Minecart" Thread
Post by: Eric Blank on May 15, 2012, 09:24:27 pm
Specifically if the tracks run the length of the hall and the carts are made of and fileld with platinum and launched from the peaks fo the mountains.
Title: Re: The "How Does Minecart" Thread
Post by: Scelly9 on May 15, 2012, 09:24:58 pm
Also, rollers.
Title: Re: The "How Does Minecart" Thread
Post by: TheCoolSideofthePIllow on May 15, 2012, 09:37:53 pm
Just started playing DF after a long break, and came back to see that minecarts have been added.

So... What's so useful about them, besides moving things faster?

They can be turned into weapons.
Title: Re: The "How Does Minecart" Thread
Post by: TheTinCat on May 15, 2012, 09:41:37 pm
Quick question, if anyone has the answer thank you in advance.
I'm trying to set up a simple point A to B track, but when I designate the second stop, the route goes off the track due to the fact that my track turns, and as a result when the cart gets full the dwarfs simply carry it along the shown path.

So how do I make turns while making routes?

Spoiler (click to show/hide)
Title: Re: The "How Does Minecart" Thread
Post by: Kerosene on May 15, 2012, 09:46:35 pm
Been working on some minecart + water science.

Setup #1: Simple flat track going down ramp through a brook (4 tiles wide), up ramp to the other side, where it should dump water into a pit. No rollers. Orders are to push.
Result: Dry run test (river bed empty) resulted in the cart just barely getting up the hill on the other side. More power needed.

Setup #2: Kept same design, but put rollers in the bottom of the brook. Dry run caused the cart to succeed in getting to its destination under its own power. However, with water, it filled up and made to the ramp out of the water, but couldn't get up the hill. Instead, it just kept going partway up, then sliding back down, before the roller next to it tried to push it up again. Inspecting the cart did reveal that it was full of water, but that it weighed 479 Urists (459 of which was the water).

Setup #3: Built a 7z level tall super ramp to try to give it enough momentum to get over the other side. A dry test launched the cart airborne, overshooting the stop by at least 20 tiles before colliding with a mountain. However, the results were not better with the water. Even with rollers in the riverbed, it still couldn't make it over.

Setup #4: Kept the tower, but reduced the tiles underwater to just one track ramp. With the water, it zipped through the ramp and went airborne, but did not collect any water. (It did get a water coating, however).

Setup #5: Expanded the underwater region of the track to two track ramps adjacent to each other. However, this was still too much for it to handle, resulting it stalling at the bottom of the track.

Conclusions: The weight of the water is what kills momentum when sending a cart through it. It may be difficult but possible to get the balance just right where you can send a cart to collect water and not have it stall immediately (someone earlier in the thread was skipping minecarts, so it seems possible).
Also, minecarts that are full of water are useless, as far as I can tell.
Guiding the minecarts (I think) did get them to the end, where they did dump out their contents - however it was only 2/7 worth of it. I'm not sure minecart towers will replace pump stacks anytime soon.
Title: Re: The "How Does Minecart" Thread
Post by: lobstercow42 on May 15, 2012, 09:50:33 pm
Anyone try filling minecarts up with a waterfall yet?? that mite keep the cart moving fast enough to go up ramps and suck
Title: Re: The "How Does Minecart" Thread
Post by: !!crundle!! on May 15, 2012, 09:54:35 pm
When building tracks, do you build them in the direction you want the cart to go, or the direction of the source?
Title: Re: The "How Does Minecart" Thread
Post by: rtg593 on May 15, 2012, 10:17:05 pm
When building tracks, do you build them in the direction you want the cart to go, or the direction of the source?

Imagine you're dragging your finger in sand when designating... That should work it out for you. Tracks are 2 way paths, they can go either way on it.



So, anyone else try yet to have more routes than there is room on the screen... The text doesn't scroll:p My screen only holds 6 routes with 2 stops each, when I add route 7 and it's 2 stops, or any after, it's off the screen. Bug report on this yet? Found the report, apparently Toady's already fixed it for the next release :-D
Title: Re: The "How Does Minecart" Thread
Post by: denito on May 15, 2012, 11:22:16 pm
Been working on some minecart + water science.

Setup #1: Simple flat track going down ramp through a brook (4 tiles wide), up ramp to the other side, where it should dump water into a pit. No rollers. Orders are to push.
Result: Dry run test (river bed empty) resulted in the cart just barely getting up the hill on the other side. More power needed.

Setup #2: Kept same design, but put rollers in the bottom of the brook. Dry run caused the cart to succeed in getting to its destination under its own power. However, with water, it filled up and made to the ramp out of the water, but couldn't get up the hill. Instead, it just kept going partway up, then sliding back down, before the roller next to it tried to push it up again. Inspecting the cart did reveal that it was full of water, but that it weighed 479 Urists (459 of which was the water).

Setup #3: Built a 7z level tall super ramp to try to give it enough momentum to get over the other side. A dry test launched the cart airborne, overshooting the stop by at least 20 tiles before colliding with a mountain. However, the results were not better with the water. Even with rollers in the riverbed, it still couldn't make it over.

Setup #4: Kept the tower, but reduced the tiles underwater to just one track ramp. With the water, it zipped through the ramp and went airborne, but did not collect any water. (It did get a water coating, however).

Setup #5: Expanded the underwater region of the track to two track ramps adjacent to each other. However, this was still too much for it to handle, resulting it stalling at the bottom of the track.

Conclusions: The weight of the water is what kills momentum when sending a cart through it. It may be difficult but possible to get the balance just right where you can send a cart to collect water and not have it stall immediately (someone earlier in the thread was skipping minecarts, so it seems possible).
Also, minecarts that are full of water are useless, as far as I can tell.
Guiding the minecarts (I think) did get them to the end, where they did dump out their contents - however it was only 2/7 worth of it. I'm not sure minecart towers will replace pump stacks anytime soon.

Here's an idea.  Use a pump to lift blocks of water up and onto the track, rather than making the cart go down into the water.  Optionally use a second pump on the other side to suck the water back off the tracks before it can pool.  You can have a roller under the loading spot, or immediately let the cart roll downhill from the watering station.

Edit:  Can a cart with items in it be filled with additional water?  Does having the items reduce the amount of water it can hold, or can they do double duty?
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 11:28:09 pm
Any suggestions on how to fix?

Slopes are buggy, so my first instinct would be to put a flat tile between the two slopes on each side. So the side looks like

_
 \_
   \___
Title: Re: The "How Does Minecart" Thread
Post by: Daenyth on May 15, 2012, 11:33:05 pm
Posting to watch.
Title: Re: The "How Does Minecart" Thread
Post by: Riemann on May 15, 2012, 11:38:34 pm
anyone have any luck with getting minecarts to go up a ramp under the power of a roller? eg: when not being pushed (which I have seen work)
Title: Re: The "How Does Minecart" Thread
Post by: Dante on May 15, 2012, 11:43:44 pm
Posting to watch.
Title: Re: The "How Does Minecart" Thread
Post by: King Mir on May 15, 2012, 11:48:57 pm
Posting to watch.
You can just mark the thead as to "Notify" you without posting.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 15, 2012, 11:49:34 pm
anyone have any luck with getting minecarts to go up a ramp under the power of a roller? eg: when not being pushed (which I have seen work)

http://www.bay12forums.com/smf/index.php?topic=109460.msg3284069#msg3284069
Title: Re: The "How Does Minecart" Thread
Post by: Riemann on May 15, 2012, 11:57:03 pm
anyone have any luck with getting minecarts to go up a ramp under the power of a roller? eg: when not being pushed (which I have seen work)

http://www.bay12forums.com/smf/index.php?topic=109460.msg3284069#msg3284069

so were you able to get it to work or is there a bug?

It looks like you hit the same problem I did and your edit doesn't make it clear how things turned out.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 16, 2012, 12:01:48 am
Yeah, it works just as described in the post NW_Kohaku quoted.
Title: Re: The "How Does Minecart" Thread
Post by: DanteThanatos on May 16, 2012, 12:10:05 am
Posting to watch.
You can just mark the thead as to "Notify" you without posting.

I didn't knew about that...I'm never going to post "PTW" again.

Slopes are buggy, so my first instinct would be to put a flat tile between the two slopes on each side. So the side looks like

_
 \_
   \___


I've come to always make two tiles of track before going up/down a ramp AND making two after the ramp being the second tile the turning one(if I need to turn ofc).
Have worked fine for me. The only thing is:try not to mess with Routes and order the cart to be pushed UP ramp. Killed my miner when it went back on him.(Took less than a couple frames too...the miner died don't knowing what killed him)

About the water filled cart, one could make a contraption like this:

Cart comes along a track with rollers, activates a Pressure plate, pressure plate releases a door/floodgate holding water(or magma) that pour into the cart from a z-lvl above, the pressure plate goes off re-sealing the door. (Did I got it wrong?? A locked door is the "OFF" state of a PP or is it the "ON" state?) Liquid Loading Stations, anyone?

It would take a lot of work and surely wouldn't surpass pump-stacks (2/7 deep water/magma per cart it seems),but a single massive cistern would be easily guided to wherever you need said liquid with the use of clever tracks/routes and a large amount of carts.

Edit: Little mistake.
Title: Re: The "How Does Minecart" Thread
Post by: Mech#4 on May 16, 2012, 12:28:30 am
This talk of sending minecarts through magma reminds me of this.
http://www.youtube.com/watch?v=1qN_QrxD0I0 (http://www.youtube.com/watch?v=1qN_QrxD0I0)
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on May 16, 2012, 01:39:17 am
So it seems my cart doesn't want to have one of those "major collisions" Toady talked about. I have a "synchrotron" in which I bring minecarts to their terminal velocity, then I try to slam them into fortifactions. It is set up so they are automatically transported back to their reloading station after slamming into the fortifications, could this be the problem? I have it setup like this:
Code: [Select]
===#==
<<<<.
with < being a roller and its direction, # being the fortification and = a wall section. They come from below in this diagram.

I am using a wooden minecart loaded with 4 boulders and a lot of stone crafts, shouldn't that be heavy and fast enough?
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 16, 2012, 02:34:35 am
I set up an experimental pig smasher like so
Code: [Select]
#########
======Fp#
#######D#
cart comes from left, kicked by a dwarf, full of stone,
F is fortification, D is door to swine cave
Well, first try nothing happened, turns out I forgot to engrave the fortification.  It had taken a bit of time to load up the cart the first time, so I didn't shut down the hauling route, assuming the engraver would be gone in plenty of time.  Turns out the cart was still full, and he got smashed twice before I figured out what was going on, smashing his left arm and bruising his liver.  He crawled off, vomiting, and I got someone else to engrave the fortification.  No luck.  Stones do not fly out of a cart through fortifications when the cart is kicked by a dwarf, I'll try rollers next.  I removed the fortification, and just mashed the pig.  It took three hits to kill it.

EDIT:  a kick down a 3 z ramp doesn't work either.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 16, 2012, 03:53:17 am
I'm not sure minecart towers will replace pump stacks anytime soon.

It all depends of needed quantities. If you just need a single magma tile 100 levels above magma layer, you can just fill some magma-proof minecarts with magma and assign them to a little track near your destination point. Your haulers will just bring the minecarts there, and then you can dump the contents.
But for siege-burning purposes pump stacks are still better.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 16, 2012, 04:09:09 am
I'm currently having a bit of a hauler loop.  I deconstructed the depot on the dwarven caravan because during my minecart experiments I forgot to actually tell my dwarves to plant plump helmets, so they had to drink my engraver's vomit (he got hit in the liver with a cart full of rocks), and also forgot to make trade goods.  Anyways, all the furniture I looted from the traders got carried to a stockpile feeding a cart route that dumps into my quantum furniture pile.  Everything worked out fine, and lots of crap got dumped, but then 4 decorated bags started gumming things up.  They get put in the pile, moved to the cart, moved back to the pile, moved to the cart, moved back to the pile, etc.  Anyone know why this is?  Are bags weird?  Is there a bug with decorated items?  Is it some sort of residual ownership by the merchants (the rest of the furniture was fine)?

EDIT:  There seem to be about 5 bags with this problem, mixed dyed pig tail and leather, at least a few of them aren't decorated.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 16, 2012, 06:32:51 am
Fun fact: riding a magma-filled minecart doesn`t harm pilot.
Title: Re: The "How Does Minecart" Thread
Post by: Gigaz on May 16, 2012, 06:34:11 am
Been working on some minecart + water science.

Setup #1: Simple flat track going down ramp through a brook (4 tiles wide), up ramp to the other side, where it should dump water into a pit. No rollers. Orders are to push.
Result: Dry run test (river bed empty) resulted in the cart just barely getting up the hill on the other side. More power needed.

Setup #2: Kept same design, but put rollers in the bottom of the brook. Dry run caused the cart to succeed in getting to its destination under its own power. However, with water, it filled up and made to the ramp out of the water, but couldn't get up the hill. Instead, it just kept going partway up, then sliding back down, before the roller next to it tried to push it up again. Inspecting the cart did reveal that it was full of water, but that it weighed 479 Urists (459 of which was the water).

Setup #3: Built a 7z level tall super ramp to try to give it enough momentum to get over the other side. A dry test launched the cart airborne, overshooting the stop by at least 20 tiles before colliding with a mountain. However, the results were not better with the water. Even with rollers in the riverbed, it still couldn't make it over.

Setup #4: Kept the tower, but reduced the tiles underwater to just one track ramp. With the water, it zipped through the ramp and went airborne, but did not collect any water. (It did get a water coating, however).

Setup #5: Expanded the underwater region of the track to two track ramps adjacent to each other. However, this was still too much for it to handle, resulting it stalling at the bottom of the track.

Conclusions: The weight of the water is what kills momentum when sending a cart through it. It may be difficult but possible to get the balance just right where you can send a cart to collect water and not have it stall immediately (someone earlier in the thread was skipping minecarts, so it seems possible).
Also, minecarts that are full of water are useless, as far as I can tell.
Guiding the minecarts (I think) did get them to the end, where they did dump out their contents - however it was only 2/7 worth of it. I'm not sure minecart towers will replace pump stacks anytime soon.

Have you (or someone else) tried to have a powered roller that is completely submerged by water/magma? I guess that should make it possible to move the minecart through the liquid
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 16, 2012, 06:39:53 am
Have you (or someone else) tried to have a powered roller that is completely submerged by water/magma? I guess that should make it possible to move the minecart through the liquid

Yes.
http://www.bay12forums.com/smf/index.php?topic=109460.msg3284866#msg3284866
Title: Re: The "How Does Minecart" Thread
Post by: Grumman on May 16, 2012, 07:17:24 am
If a cart derails and subsequently goes back onto a track, does it re-rail itself?

i.e. if the cart is pushed so that it goes over a bridge (which I assume cannot have tracks placed on it) and then onto a new track that turns a corner, will the cart turn the corner? Apparently junctions do not work yet, but I'm wondering if a vertical junction would work, with a retractable bridge used to switch between a horizontal track and a downwards ramping track.
Title: Re: The "How Does Minecart" Thread
Post by: DrNightKOT on May 16, 2012, 07:23:15 am
We seriously need to find out if the minecarts can kill HFS with ease. I'll try to do it soon, in the name of !!SCIENCE!!, but anyone else is good to contribute.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 16, 2012, 07:26:23 am
Can somebody explain me plz. what I did wrong?

(http://img151.imageshack.us/img151/8465/62733527.png)

Minecart is gain speed in a loop & when I lower the bridge the minecart is hitting fortification but nothing happens. It's just stop. The cargo of minecart doesn't throw out =(
Why minecart didn't throw out its cargo?
I'm tried to collide minecart with dorf but he's dead by minecart damage but not by spears in it...

The images are without fortification. It placed at the west of the bridge.

BTW: this construction doesn't work with water. Minecart are rebound 3 times out of water & buried under water about 10-12 tiles far of the bridge =(
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 16, 2012, 07:27:54 am
Regarding the mist generated by waterskipping, the clouds were 5-7 tiles across, decreasing each time (presumably with speed as the devlog indicated). Without the rider, smaller clouds were generated. I was going to do more research, but got distracted by a new project:

Spoiler: Marksdwarf Carousel (click to show/hide)

Or at least it was... Six of the seven fell off the wall, probably due to speed, but the principle seems sound.

    -The track is built on a 3z high wall with a 4 tile moat to avoid blindspots.
    -The stops have a "route" to themselves and are set to "Ride east always/when empty" to activate.
    -The rollers here are set to maximum speed (needs adjusting) and are powered by windmills.
    -The exit ramp in the NE corner is reached by a 1x2 retractable bridge.
    -The "stop" at the end is set to medium resistance, and drops to a trackless, walled room.

To get them to use it, first station them in the ready room, lock the hatch, deactivate the squad, then send them off one at a time. You can then reactivate the squad (if they haven't fallen off).

The biggest issues if you can make this reliable are of course food, drink, sleep and ammo. The first 3 could be solved by using vampire marksdwarves...
Title: Re: The "How Does Minecart" Thread
Post by: Daenyth on May 16, 2012, 08:32:33 am
Posting to watch.
You can just mark the thead as to "Notify" you without posting.

Unfortunately that just sends emails, it doesn't let me see the thread under the "new replies to your post" link.

Email notifications for all the threads I follow would be extremely cumbersome.
Title: Re: The "How Does Minecart" Thread
Post by: Buttery_Mess on May 16, 2012, 09:22:24 am
I can't get marksdwarves to reliably target gobbos when they're standing still, Let alone spinning around in circles. Nice idea though.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 16, 2012, 09:32:20 am
I fired a mining cart at a fortification at high speed and no rocks fell out. No blocks or arrows either, although in the later two cases it seems the cart hit another cart abandoned at the fortification end of my track.

It seems once a cart is on a track it is only possible to get it off by assigning it to some other track. Dump doesn't work on them.

Also, I think I saw something cool - a dwarf was fishing and just dropping the fish next to themselves. Another dwarf came along with a barrel and scooped almost all the fish up and carted them off. This was all with default labours on. Has DF let fisherdwarves fish without carting their fish home each time? This is what happened in previous versions, yes? I can't say I've ever watched too closely.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 16, 2012, 10:04:03 am
I had a stop, 5x long roller, and 5x consecutive ramps ending in a 1 long track hitting a fortification.  All tracks were N/S and all rollers were S with maximum velocity.  Rollers are currently bugged and always function at full power.

I achieved critical spearthrowing damage with this design.

If you're not getting objects to launch, then I suggest increasing the velocity.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 16, 2012, 10:14:07 am
Two sets of 10 rollers and then 2 tiles then fortification. Was all on the flat though. I also think that 10 rollers is the max acceleration you can provide - well, off a cliff 10 rollers pushed a cart no further forward than 20. In any case, perhaps it's item dependent. Refuse and corpses didn't fly either :(
Title: Re: The "How Does Minecart" Thread
Post by: flieroflight on May 16, 2012, 10:23:49 am
I had a stop, 5x long roller, and 5x consecutive ramps ending in a 1 long track hitting a fortification.  All tracks were N/S and all rollers were S with maximum velocity.  Rollers are currently bugged and always function at full power.

I achieved critical spearthrowing damage with this design.

If you're not getting objects to launch, then I suggest increasing the velocity.

So objects will be launched through fortifications, but only if the minecart has sufficient velocity?
Good to know.

Also, why would you want anythig less than full power on the carts?
Title: Re: The "How Does Minecart" Thread
Post by: NW_Kohaku on May 16, 2012, 10:25:12 am
Also, why would you want anythig less than full power on the carts?

Presumably to make a cart launch from a ramp and have the exact velocity to land on a very specific tile.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 16, 2012, 10:26:41 am
I *presume* rollers have a maximum velocity they can impart onto minecarts - but that downward slopes do not. It seems additional rollers (...beyond 10...?) provide no additional benefit.


Also, why would you want anythig less than full power on the carts?

Shared tunnels. High-traffic zones.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 16, 2012, 10:29:19 am
If you're not getting objects to launch, then I suggest increasing the velocity.

I did 30z length ramp, 1 length track after it & fortification & I doesn't launch minecart cargo =/
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 16, 2012, 10:55:37 am
I'd want lower speed for things like marksdwarf carts or for pushing heavy items through hallways.  Faster than dwarf guiding, slow enough to avoid lethality.  Or slow enough that the archers have time to enjoy the ride.
Title: Re: The "How Does Minecart" Thread
Post by: Khym Chanur on May 16, 2012, 11:07:24 am
By the way, it looks like we can easily move minor quantities of magma anywhere now, without pistons/pumps. Just fill some minecarts with it and assign them to be emptied where you need. Three minecarts must be enough for magma forge.

Can you do the same with wheelbarrows?
Title: Re: The "How Does Minecart" Thread
Post by: expwnent on May 16, 2012, 11:18:45 am
Posting to watch.
You can just mark the thead as to "Notify" you without posting.

That emails you with notifications. Sometimes you just want it added to the "show new replies to your posts" list.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 16, 2012, 11:20:47 am
By the way, it looks like we can easily move minor quantities of magma anywhere now, without pistons/pumps. Just fill some minecarts with it and assign them to be emptied where you need. Three minecarts must be enough for magma forge.

Can you do the same with wheelbarrows?

No, wheelbarrows do not get filled with liquid when submerged.
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 16, 2012, 11:25:15 am
Findings:

   -As soon as a second cart reaches the same track, the first cart seems to fly off.
   -A dwarf carrying a baby will drop it when they board a cart.
   -A dwarf affected with a werecurse will remain onboard during and after transformation:
          (http://tnypic.net/22663.png)
   -A creature riding on a cart is very difficult to hit at range (see above).

The first point here somewhat hinders the carousel, so I might try a redesign with fortifications. Extra tracks is another possibility but less than ideal.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 16, 2012, 11:29:37 am
I foresee a bolt-splitter here, if you put a werecreature on a cart and position your marksdwarves far enough away, you could have them fire at the werebeast, miss, and collect their unstacked bolts.  Either for melting or for loading into minecarts - they don't unstack when launched off a cart, but if they're already singular then that'll work.
Title: Re: The "How Does Minecart" Thread
Post by: flieroflight on May 16, 2012, 11:32:41 am
Out of interest, has anyone determined the most efficent way of achieving content launching for causing terminal perforations on invaders/ elfs/nobles/sacrifices?
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 16, 2012, 11:33:45 am
I foresee a bolt-splitter here, if you put a werecreature on a cart and position your marksdwarves far enough away, you could have them fire at the werebeast, miss, and collect their unstacked bolts.  Either for melting or for loading into minecarts - they don't unstack when launched off a cart, but if they're already singular then that'll work.

'Tis true. The two marksdwarves (who hadn't been injured due to earlier "incidents") emptied their quivers entirely over the walls. With a couple of dozen it would be quite the show.
Title: Re: The "How Does Minecart" Thread
Post by: Broseph Stalin on May 16, 2012, 01:04:30 pm
How cart go uphill? I want to have my miners live in the mines and occasionally send up bins of ore, so far I've created an automatic ass-kicking device that stops at the uphill ramp slingshots back and runs over whoever tried to push it.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 16, 2012, 02:04:22 pm
...has anyone determined the most efficent way of achieving content launching for causing terminal perforations on invaders...?

This -
"New stuff
Minecarts can be used to haul things around on carved/constructed tracks/bridges ('h'auling to set up routes)
Dwarves can be set to guide, push off, or ride carts that are ready to move to the next stop
Track stops used to slow/stop cart and/or dump the contents on vehicle entry, can be disengaged with lever/plate
Pressure plates can be triggered by carts
Rollers can be used to push cart along when powered
Minecarts limited to one per tile in general, various collisions can occur
Wheelbarrows can be linked to stockpiles in order to move heavy objects (it'll auto-request one for stone stockpiles)
Falling objects can collide with critters
Camera can be attached to unit or item, can be linked to hotkeys from the unit/item screens"

Nothing about content physics.

I think there is only way to "launch" minecart content is to assign it to stop & unload it. But thing is there is no way to launch this content how it Girlinhat did. It was his joke. The minecart is unload all content at directed tile & move out without stop. This content doesn't have kinetic power of minecart when it unloaded.
There is no other way to "launch" content.
Title: Re: The "How Does Minecart" Thread
Post by: Scelly9 on May 16, 2012, 02:15:41 pm
You missed an A.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 16, 2012, 02:29:26 pm
Has anyone but replicated girlinhat's spearthrower?  Needlessly high ramps don't seem to work.  I haven't tried rollers as I don't have wind or surface water, but I'll build a reactor down in the caverns.

Has anyone figured out the trick to making linear (not looping) but not straight tracks?  Do you have to double designate stops at the corners for both directions?
Title: Re: The "How Does Minecart" Thread
Post by: Psieye on May 16, 2012, 02:38:50 pm
Nothing about content physics.
Read the previous dev logs, specfically the one on 10 May 2012. Toady has definitely written about stuff flying out of carts on derail.

So far everyone's been obsessed with trying to 'shotgun' the contents of minecarts after having it crash into a wall/fortification. As I recall from dev logs, walls are designed to PREVENT minecarts from derailing. Try a sharp corner with a ludicrous speed minecart. Add the fortification after confirming the shotgun firing.


tl;dr: read dev logs, yer doin it wrong.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 16, 2012, 02:44:05 pm
Except I believe girlinhat reported crashing it directly into a fortification with launch of contents.  In any cas, going down a ramp, off the end of the track and over 1 tile of rough floor before hitting a pig does not launch the contents.  It just kills the pig, and the hauler then drags the full cart back up to the top, smashing the guy who came to get the pig (and still not launching the rocks).
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 16, 2012, 03:04:57 pm
gF-^^^^^=====#
This is my design, poorly explained.  - is rail, ^ are ramps up, = are rollers, # is the constructed stop.  Keep in mind that the ramps actually go up, so this isn't all flat, it's spread over several Z levels.
1: The cart is on the stop, with the orders "Load spears, wait until full, push south" (my actual design faces north to south but it's the same thing).
2: The rollers are bugged and always on, so as soon as the cart hits the rollers it gains speed at "Fastest".
3: The cart goes downhill very fast.
4: The final piece of track at the very bottom is a 1 long N/S rail - NOT just north NOR just south.
5: The cart hits the fortification and contents spill out violently.

This is currently triggered by me manually editing the hauling route and changing it to "at 0%".  When rollers are fixed, then the rollers will be on a lever so that the cart rests atop the rollers idly until the lever is pulled, power is supplied, and the cart is launched.

The only things I can think to note here are that the cart slams directly into a fortification while on a N/S rail, and that the cart is traveling about 2 ticks per tile.  I followed it, paused, and hit . to count, it obtains ludicrous speeds.
Title: Re: The "How Does Minecart" Thread
Post by: flieroflight on May 16, 2012, 03:33:04 pm
Excellent. I was contemplating a ramp then rollers to allow large speeds over a long distance, as i was planning to have a long corridor with a deep pit at the end. the goblins enter at the side of the corridor, and are allowed to some way down before triggering the minecart launch. mine carts fly down, hit them, the aim is to send them skidding into the pit where they blow apart. the bottom of the pit is lined with windows and is next to the dining hall.

Classy entertainment!
Title: Re: The "How Does Minecart" Thread
Post by: Psieye on May 16, 2012, 03:58:24 pm
gF-^^^^^=====#
This is my design, poorly explained.  - is rail, ^ are ramps up, = are rollers, # is the constructed stop.  Keep in mind that the ramps actually go up, so this isn't all flat, it's spread over several Z levels.
1: The cart is on the stop, with the orders "Load spears, wait until full, push south" (my actual design faces north to south but it's the same thing).
2: The rollers are bugged and always on, so as soon as the cart hits the rollers it gains speed at "Fastest".
3: The cart goes downhill very fast.
4: The final piece of track at the very bottom is a 1 long N/S rail - NOT just north NOR just south.
5: The cart hits the fortification and contents spill out violently.

This is currently triggered by me manually editing the hauling route and changing it to "at 0%".  When rollers are fixed, then the rollers will be on a lever so that the cart rests atop the rollers idly until the lever is pulled, power is supplied, and the cart is launched.

The only things I can think to note here are that the cart slams directly into a fortification while on a N/S rail, and that the cart is traveling about 2 ticks per tile.  I followed it, paused, and hit . to count, it obtains ludicrous speeds.
Yep, I've got shotgun action working in my test fort with this setup, but replacing the fortification with a track ramp pointed North only (to continue girlinhat's example) and a wall to make the ramp valid. Since I'm loading rocks, this sometimes means the minecart itself isn't launched, just the contents (dwarf and rocks). There is some randomness in the horizontal component of velocity, i.e. they spread out, grapeshot style as advertised.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 16, 2012, 04:03:14 pm
In my tests I got 100% shotgun every time.  A nice spread and some Z level movement.  Some projectiles would skip over the depot, or over my whole for in extreme cases.  Civilian casualties very high.
Title: Re: The "How Does Minecart" Thread
Post by: Psieye on May 16, 2012, 04:07:07 pm
Oh, I just remembered: there may need to be an absence of ceilings for shotgun to work. Let me test that right now...
Title: Re: The "How Does Minecart" Thread
Post by: Uristocrat on May 16, 2012, 04:10:17 pm
Two sets of 10 rollers and then 2 tiles then fortification. Was all on the flat though. I also think that 10 rollers is the max acceleration you can provide - well, off a cliff 10 rollers pushed a cart no further forward than 20. In any case, perhaps it's item dependent. Refuse and corpses didn't fly either :(

Per devlog, rollers only take carts up to a max velocity.  You have to use ramps to break the cap, as far as I can tell.

So yeah, make sure you have a nice, long roller coaster down to the circus before opening it and sending your whale-filled carts down there.
Title: Re: The "How Does Minecart" Thread
Post by: Psieye on May 16, 2012, 04:14:30 pm
Two sets of 10 rollers and then 2 tiles then fortification. Was all on the flat though. I also think that 10 rollers is the max acceleration you can provide - well, off a cliff 10 rollers pushed a cart no further forward than 20. In any case, perhaps it's item dependent. Refuse and corpses didn't fly either :(

Per devlog, rollers only take carts up to a max velocity.  You have to use ramps to break the cap, as far as I can tell.

So yeah, make sure you have a nice, long roller coaster down to the circus before opening it and sending your whale-filled carts down there.
Agreed: minecarts can't achieve 'escape velocity' on just rollers. Use ramps afterwards to really get speed going. I only needed some 6 z-levels, I'm sure SCIENCE will be done in short order to find out the right z-levels for the most popular 'shotgun payloads'.


Oh, I just remembered: there may need to be an absence of ceilings for shotgun to work. Let me test that right now...
Confirmed: no shotgun if there's a ceiling above my 'launch pad'.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 16, 2012, 04:17:48 pm
I noticed something rather odd.  I have a short track in a room adjoining my carpenter workshops that takes furniture and dumps down a hole into a furniture closet on the z below.  Everything works great, stuff goes down the hole, it's infrequent enough that no haulers have gotten beds dropped on them yet, but I just issued a large order for wooden minecarts.  There was already a steel minecart in the furniture closet, as well as a number of wheelbarrows.  When 5 wooden minecarts were dumped down the hole, they did not fall.  Looking at the hole with k shows 5 carts and open space.  This doesn't prevent other items from being dumped through the carts, but when I assign vehicles from the h-v menu, they appear with a red X to the right of them, which I think means they are inaccessible, as no one would haul them.  I sent a sacrificial hauler to go fetch the steel minecart.  One cedar minecart fell, missing the hauler, but 4 are still floating.

I assume this is related to the stacking behavior toady mentioned, allowing us to make automatic minecart guns, with a vertical clip of carts over a roller or dwarf kicker (would this injure the dwarf?  My hauler was fine, no injuries or combat reports).  The games physics tries not to allow more than one minecart in a square, causing the carts to float above the lower cart, but the auto dumping forces the carts to pack together over the hole.  I tried channeling the square above the hole and dumping another cart, to see if it would teleport up the stack, but no such luck.
Title: Re: The "How Does Minecart" Thread
Post by: GaxkangtheUnbound on May 16, 2012, 04:18:03 pm
-A dwarf carrying a baby will drop it when they board a cart.
How could anybody miss this? It's the perfect way to reduce fort population!
Title: Re: The "How Does Minecart" Thread
Post by: Uristocrat on May 16, 2012, 05:07:59 pm
-A dwarf carrying a baby will drop it when they board a cart.
How could anybody miss this? It's the perfect way to reduce fort population!

Do they drop the baby on the rails?  !!SCIENCE!! must know....
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 16, 2012, 05:11:19 pm
Is manual unloading of minecarts via "give to stockpile" broken for everybody or it`s just me doing something wrong? The only way I can empty the minecart is to dump the contents on a stop.
Title: Re: The "How Does Minecart" Thread
Post by: dhoovr on May 16, 2012, 05:30:28 pm
My research provided absolutely crazy result. Again.

So, I have a water-filled channel with ramps and a roller. Minecart number one stands on the end ramp. Minecart number two is pushed into the channel from the beginning.
Guess what?
They do not collide. When minecart 2 touches the roller, minecart 1 suddenly gains speed and flies up the ramp.
They are 50 tiles away from each other.

So I noticed no one replied to this (except the Dwarven Quantum Entaglement remark) and it would seem that water effectivly transfers KE like a newton ball. Can someone confirm?
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 16, 2012, 05:39:00 pm
So I noticed no one replied to this (except the Dwarven Quantum Entaglement remark) and it would seem that water effectivly transfers KE like a newton ball. Can someone confirm?

I suspect that the water isn`t our problem. Will test this on a dry track tomorrow. Possibly, this happens when two minecarts share the same track.
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on May 16, 2012, 05:40:19 pm
I haven't got a shotgun working yet due to shoddy building practices, but assuming the GIH railcannon design works, what do we do for ammo?

Spears seems the obvious choice, but what about picks? And while the sharp stuff has obvious appeal, has anyone shotgunned a cart full of silver maces?
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 16, 2012, 05:49:35 pm
gF-^^^^^=====#

Thank You, but I don't understand how this thing works...
I have tried 5 & 6 z-high ramp with 5-tile roller booster powered & unpowered, I have tried loop booster with 5 & 6 z-high ramp & nothing.
What kind of magic did you use? =)
Title: Re: The "How Does Minecart" Thread
Post by: MisterMoxxie on May 16, 2012, 06:02:23 pm
Welp, I've still got a lot to learn. My first quantum dump cart ended up knocking out both my doctors, and wounding another person while I was trying to build a shotgun. Hrmph.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 16, 2012, 06:07:37 pm
Perhaps the biggest thing is that mine was above ground.  It had no ceiling at all.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 16, 2012, 06:08:31 pm
gF-^^^^^=====#

Thank You, but I don't understand how this thing works...
I have tried 5 & 6 z-high ramp with 5-tile roller booster powered & unpowered, I have tried loop booster with 5 & 6 z-high ramp & nothing.
What kind of magic did you use? =)
I got it to work.  Try removing the ceiling, and also make sure that the last track isn't an end piece.  Not sure if both are necessary, but I did both and it worked, the sow got hammered with a cartload of rocks, breaking most limbs and bruising the liver, a kidney, and a lung.
Title: Re: The "How Does Minecart" Thread
Post by: dhoovr on May 16, 2012, 06:24:31 pm
So how do bridges work with tracks? I need to make a bridge to prevent derailing on one track but then open up for another.
Title: Re: The "How Does Minecart" Thread
Post by: khearn on May 16, 2012, 06:29:13 pm
Well, I' underwhelmed. I found a vampire, so I decided to let my minecart do the execution. I've got a tight spiral running down from my fort near the surface down to my forges at the magma sea. It goes down a ramp, makes a left turn, down a ramp, left turn, etc. all the way down. It's very NASCAR with all the left turns. I've got it set to get filled with kaolinite and be pushed down. It also gets fast enough that I must have walls at the outside of every corner or the cart flies off. So I mined out the wall outside of a corner and put in a lever set to only be used by the vampire and set it to repeat. He came down and started pulling, the cart got filled and came down. It flew off and hit him, but didn't even break any bones. So I waited for someone to drag it down to the bottom and push it back up to the top for another trip. Still only bruises. A copper minecart with 5 boulders of kaolinite ought to do more than that. I just checked and he's completely healed up already before the cart if full for the third run.

I guess I need to find a more effective way. Maybe I'll make a nice jump into the caverns and make sure he rides it down.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 16, 2012, 06:39:45 pm
So how do bridges work with tracks? I need to make a bridge to prevent derailing on one track but then open up for another.

Bridges are not destroying tracks. & when bridge are lowered it works like ground so minecart are just move over it at direction of the last track.
I'm tried to make a controllable T-intersection with floodgates but thing is when 1st way is blocked by floodgate & 2nd are vacant the minecart are not trying to turn to vacant track. It moves in last track direction. So it doesn't work.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 16, 2012, 06:43:51 pm
Bridges ARE tracks, according to Toady.  A minecart will travel over a bridge as easily as it will a track section.  You can also mount doors and floodgates atop track tiles.

Vampires are tough buggers.  Use moar axes.
Title: Re: The "How Does Minecart" Thread
Post by: Jacob/Lee on May 16, 2012, 06:56:57 pm
Holy hell. A kea just took one of my stopped minecarts RIGHT OFF THE TRACKS.

EDIT:
(http://i.imgur.com/svUvy.png)
"Are you suggesting minecarts migrate?"

EDIT2:
(http://i.imgur.com/OQG9t.png)
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 16, 2012, 07:17:34 pm
Partially filled bins work really wonkily with minecarts. I was annoyed enough by it to submit it as a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5904).
Title: Re: The "How Does Minecart" Thread
Post by: Buttery_Mess on May 16, 2012, 07:25:39 pm
I suppose a levered door over a carved track is the best way to stop an infinitely looping minecart. I'm thinking that a gauntlet of infinite loop minecarts will be a good way to defend my next fort.
Title: Re: The "How Does Minecart" Thread
Post by: spudcosmic on May 16, 2012, 08:15:17 pm
Holy hell. A kea just took one of my stopped minecarts RIGHT OFF THE TRACKS.
Those damn rhesus macaque also steal minecarts.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 16, 2012, 08:27:22 pm
I haven't got a shotgun working yet due to shoddy building practices, but assuming the GIH railcannon design works, what do we do for ammo?

Spears seems the obvious choice, but what about picks? And while the sharp stuff has obvious appeal, has anyone shotgunned a cart full of silver maces?

For that matter, how about stones? or crafts? or fluffy wamblers?
Title: Re: The "How Does Minecart" Thread
Post by: PsychicKid on May 16, 2012, 08:28:20 pm
So I got a minecart on the tracks, filled up with stone... and a dorf picked the minecart up and is now hauling it to what I can assume is another stop. What the hell? For some reason my route doesn't follow my tracks at all, it cuts diagnolly through my fort to the stop.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 16, 2012, 10:00:17 pm
I've been using carts full of stones for testing.  So far, one cart of stones (which is I think 6 stones) does not usually kill a pig, though it causes significant injury (shattered bones and bruised organs).
Title: Re: The "How Does Minecart" Thread
Post by: Lordraymond on May 16, 2012, 10:14:45 pm
DF is possessed and telling me not to experiment with carts it seems. On two consecutive new forts I've faced disaster. On the first my woodcutter and mason were torn apart by gators, now my miner derped and caved himself in, currently being treated for a punctured lung and smashed finger. Lovely.
Title: Re: The "How Does Minecart" Thread
Post by: Talonj on May 16, 2012, 10:26:58 pm
gF-^^^^^=====#
This is my design, poorly explained.  - is rail, ^ are ramps up, = are rollers, # is the constructed stop.  Keep in mind that the ramps actually go up, so this isn't all flat, it's spread over several Z levels.
1: The cart is on the stop, with the orders "Load spears, wait until full, push south" (my actual design faces north to south but it's the same thing).
2: The rollers are bugged and always on, so as soon as the cart hits the rollers it gains speed at "Fastest".
3: The cart goes downhill very fast.
4: The final piece of track at the very bottom is a 1 long N/S rail - NOT just north NOR just south.
5: The cart hits the fortification and contents spill out violently.

This is currently triggered by me manually editing the hauling route and changing it to "at 0%".  When rollers are fixed, then the rollers will be on a lever so that the cart rests atop the rollers idly until the lever is pulled, power is supplied, and the cart is launched.

The only things I can think to note here are that the cart slams directly into a fortification while on a N/S rail, and that the cart is traveling about 2 ticks per tile.  I followed it, paused, and hit . to count, it obtains ludicrous speeds.

Two ticks per tile is... impressive. Has anyone reached a "maximum velocity" yet? I'm also experimenting with minecarts as an alternative to the traditional pumpstack, especially for magma. But I'm fairly bad at DF and science moves slowly.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 16, 2012, 10:42:53 pm
From the wiki,

Quote
Rollers may apparently be placed on ramps to help pull carts up Z levels.

Can anyone attest to this? I haven't figured out how to do it...

Edit: I just noticed (in the event that multiple carts share a track) multiple carts can rest in a stop at the same time without collision.
Title: Re: The "How Does Minecart" Thread
Post by: DanteThanatos on May 16, 2012, 11:51:05 pm
I haven't got much time to spend on ‼SCIENCE‼ yet but this weekend I'm going to fill a Moat with magma using minecarts.
I'll try to make it as automated as possible and I don't think I'm going to have any FPS issue. Also...If were going to test Shotguns, would it be better if we use unstacked bolts? I mean...each bolt would probably take lets space than a spear. The only issue being unstacking them.
Title: Re: The "How Does Minecart" Thread
Post by: Talonj on May 16, 2012, 11:53:15 pm
I'm not able to test this right now, but has anyone used the "guide" option to go up ramps? Does that seem to be effective? Seems like the best way to move magma up quickly is just to set up a track and have dwarves guide carts full of magma up to the surface.
Discovery: dwarves will not push a cart directly down a ramp. As in, there has to be a square of non-ramp track for it to get pushed onto before the dwarves will push it.

Kind of an old post, but my current fort is proving this discovery wrong. Can you provide more detail? It might be conditional.

My ramp is a straight ramp down with no curves. Are your dwarves outright refusing to take the push vehicle job?
Title: Re: The "How Does Minecart" Thread
Post by: King Mir on May 17, 2012, 12:11:01 am
So how do bridges work with tracks? I need to make a bridge to prevent derailing on one track but then open up for another.
Yeah, if you put a retracting bridge over a turn. Then when the bridge is down, carts go strait. When retracted they turn.
Title: Re: The "How Does Minecart" Thread
Post by: Talonj on May 17, 2012, 12:21:18 am
Well this is certainly odd... I made a track going down ten levels, straight ramps, into the dirt, so it's just ramps and walls all the way down. The cart was supposed to go to the bottom, turn around, and then come back up in the adjacent square.

When my dwarf pushed the cart, it went down three levels, then immediately started moving backwards and smacked him in the face, knocking him unconscious. Then, predictably, his dwarf buddy came along and continually pushed the cart, only he's smart enough to run off, letting it yo-yo back and run his friend over again and again. End result was dwarven murder in cold blood.

Why the hell is the cart doing the yoyo?
Title: Re: The "How Does Minecart" Thread
Post by: King Mir on May 17, 2012, 12:27:06 am
Is the ramp track direction what you think it is?
Title: Re: The "How Does Minecart" Thread
Post by: Talonj on May 17, 2012, 12:41:06 am
Yes, it was, and that was the problem. The requirement of "make track go in the direction of the up ramp ONLY" needs to NOT apply when making ramps go DOWN, otherwise it appears your cart flies off of the tracks. Presumably this one flew over the hole instead of going down the ramp, bounced off of the wall and back into the dwarf.

The top speed I have been able to achieve with down ramps is two spaces per three ticks.

An empty iron cart sped down ten ramps, turned around the tightest corner, assisted by walls, and then was only able to make it back up two ramps... Add a string of 10 rollers at the start, and it makes it no farther, implying that I reached the maximum speed of a cart, and that it is achieved in ten levels, or potentially less.

Also, rollers can be placed on ramps IF they are adjacent to another mechanical component (Like a roller, or a gearbox once they actually require power)

Fort died, but I have seasonal autosaves...
Title: Re: The "How Does Minecart" Thread
Post by: MisterMoxxie on May 17, 2012, 12:53:19 am
Question. In the context of stockpiles, what are minecarts considered? I know theyre furniture, but I can't find a minecart option. I'm trying to keep minecarts out of the stockpiles that are put into quantum piles, as minecarts 'stack' when on top of each other.
Title: Re: The "How Does Minecart" Thread
Post by: Agent_86 on May 17, 2012, 12:56:50 am
Question. In the context of stockpiles, what are minecarts considered? I know theyre furniture, but I can't find a minecart option. I'm trying to keep minecarts out of the stockpiles that are put into quantum piles, as minecarts 'stack' when on top of each other.
The next update will add minecarts and wheelbarrows into the custom stockpile options.
Title: Re: The "How Does Minecart" Thread
Post by: MisterMoxxie on May 17, 2012, 01:13:55 am
Ahh. Well, now I have to figure out how to get to the couple of minecarts that I got stuck in my furniture shoot. :/
Title: Re: The "How Does Minecart" Thread
Post by: Dante on May 17, 2012, 01:14:46 am
Well, I' underwhelmed. I found a vampire, so I decided to let my minecart do the execution.

[...]
Try it with a minecart made out of whatever material the vampire's weak against.

Holy hell. A kea just took one of my stopped minecarts RIGHT OFF THE TRACKS.
"Are you suggesting minecarts migrate?"
If it grips it by the chassis...
Title: Re: The "How Does Minecart" Thread
Post by: Psieye on May 17, 2012, 01:17:29 am
Well, I' underwhelmed. I found a vampire, so I decided to let my minecart do the execution.

[...]
Try it with a minecart made out of whatever material the vampire's weak against.
To my knowledge, only werebeasts get that. Vampires are universally strong to all materials.
Title: Re: The "How Does Minecart" Thread
Post by: Dante on May 17, 2012, 01:49:07 am
Oops, right. Mental blip.

...Try loading the cart with magma.
Title: Re: The "How Does Minecart" Thread
Post by: Eric Blank on May 17, 2012, 02:26:03 am
Launch a cart into a wall above a pit the vampire is sitting at the bottom of, and watch them go splat :P
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on May 17, 2012, 02:31:00 am
There's a bit in today's devlog about getting rollers to speed up carts more, and getting ramps to work better, so we may need to scrap all this ‼SCIENCE‼ anyway...
Title: Re: The "How Does Minecart" Thread
Post by: Psieye on May 17, 2012, 02:34:56 am
No, it just means refining the !!SCIENCE!! - the principle of railguns and shotguns are the same, just easier to achieve in the next version.
Title: Re: The "How Does Minecart" Thread
Post by: Sus on May 17, 2012, 02:40:57 am
I haven't got a shotgun working yet due to shoddy building practices, but assuming the GIH railcannon design works, what do we do for ammo?

Spears seems the obvious choice, but what about picks? And while the sharp stuff has obvious appeal, has anyone shotgunned a cart full of silver maces?

For that matter, how about stones? or crafts? or fluffy wamblers?
For maximum ‼Fun‼, I think a bunch of  ‼lignite blocks‼ would be the way to go. Sure, it will probably lead to more ...collateral damage, but who cares about that stuff anyway?
The logistics of getting them in the cart in the first place may be a challenge though.

Or maybe just fill to capacity with cinnabar?

Holy hell. A kea just took one of my stopped minecarts RIGHT OFF THE TRACKS.
What.

"Look, it's just a question of weight ratios!"
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 17, 2012, 02:50:37 am
The minecart was reach tile of track which is located under the bridge in the moment when bridge has being lowered & it doesn't being smashed by the bridge =/ Atomic Smasher is doesn't work with minecarts?

STOP! My bad. In the second try it smashed the minecart.

Better to build retracted bridge. It appears on track & doesn't smash minecart (does it? =)).
Title: Re: The "How Does Minecart" Thread
Post by: Gigaz on May 17, 2012, 03:00:39 am
I guess in my next fort I'll definitely embark with a doctor. I have no idea how the dwarfs manage to ride a heavy cart of flat ground faster than their friends can dogde away...
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 17, 2012, 03:33:48 am
I've done a bit of science, which will probably have to be redone with the upcoming rollers tweak.


I built a track to test how far a cart goes when pushed by a dwarf, and when rollers are added:
Spoiler (click to show/hide)
DATA:
Spoiler (click to show/hide)
It seems weight and dwarf speed make no difference in travel distance.  It tried vanilla, SPEED:1, empty, and loaded with rocks.  No observable difference when pushed.  Rollers seem to work weirdly.  Adding 1 highest speed roller adds 43 tiles traveled, adding another adds 60, another adds 12, another adds 19, another adds 33.
 
 



Title: Re: The "How Does Minecart" Thread
Post by: dhoovr on May 17, 2012, 03:56:12 am
I've done a bit of science, which will probably have to be redone with the upcoming rollers tweak.


I built a track to test how far a cart goes when pushed by a dwarf, and when rollers are added:
Spoiler (click to show/hide)
DATA:
Spoiler (click to show/hide)
It seems weight and dwarf speed make no difference in travel distance.  It tried vanilla, SPEED:1, empty, and loaded with rocks.  No observable difference when pushed.  Rollers seem to work weirdly.  Adding 1 highest speed roller adds 43 tiles traveled, adding another adds 60, another adds 12, another adds 19, another adds 33.

You should also consider that turns slow down the carts.
An interesting (not that this isn't) test would be the velocity added to the cart by the dwarf and the deceleration caused by turns and track friction via kinematics (∆X = VoT + (1/2)A(T^2) or (V^2) = (Vo^2) + 2A∆X) so we can plan the tracks accordingly before building.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 17, 2012, 04:08:25 am
I thought of that, but couldn't be bothered to set up the alternate trackway (very long track with no turns) to figure out the details. 
Something else I didn't specifically test for but noticed:  different dwarves (with different strengths, I assume) push the cart the same distance.
Another odd thing I noticed is that vanilla dwarves and speed:1 dwarves seem to drag boulders and laden minecarts at about the same speed.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 17, 2012, 04:26:01 am
I dropped minecart in shaft from 40+ z-level high on the ramp & minecart doesn't continue its movement it's just stuck on ramp tile  =/
Title: Re: The "How Does Minecart" Thread
Post by: Uristocrat on May 17, 2012, 04:33:43 am
I dropped minecart in shaft from 40+ z-level high on the ramp & minecart doesn't continue its movement it's just stuck on ramp tile  =/

Try putting a roller at the bottom of the drop?
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 17, 2012, 04:39:10 am
I dropped minecart in shaft from 40+ z-level high on the ramp & minecart doesn't continue its movement it's just stuck on ramp tile  =/

Try putting a roller at the bottom of the drop?

Yes. The roller are pushed minecart in the right direction but I  block minecart way with fortification to overturn it to drop its content (to make shotgun) but it doesn't works =(
Fall speed & roller push are not summarized i think. Minecart are just stops after fall & speeds up with roller.
Title: Re: The "How Does Minecart" Thread
Post by: Gigaz on May 17, 2012, 05:51:41 am
I guess in my next fort I'll definitely embark with a doctor. I have no idea how the dwarfs manage to ride a heavy cart of flat ground faster than their friends can dogde away...

I found out why my dwarfs are so uncareful...

They respect the automatic traffic restrictions on built and carved tracks. They however don't care about the bridges which form my outside tracks  :P
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 17, 2012, 06:42:18 am
!!SCIENCE!! A four-ramp drop and then 20 rollers WILL shotgun bolts through a fortification. I could see lining an entrance hallway with fortifications and carts filled with bolts. Excessively complex, but it would be funny, I guess.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 17, 2012, 06:54:56 am
Here's a picture of the !!SCIENCE!! in action vs. a pasture of puppies and a baby llama.

(http://i.imgur.com/fPM20.png)
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 17, 2012, 07:05:00 am
Addendum: Should a dwarf ride the cart the dwarf and the bolts all get jammed up in the fortifications. He was hit by the cart and then almost every crossbow bolt!

Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 17, 2012, 07:30:56 am
!!SCIENCE!! A four-ramp drop and then 20 rollers WILL shotgun bolts through a fortification. I could see lining an entrance hallway with fortifications and carts filled with bolts. Excessively complex, but it would be funny, I guess.

Cool, but it didn't work =/ I build even 30 rollers & nothing. What's wrong with it? Am I playing different game? =)
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 17, 2012, 07:34:19 am
Remove the roof above the shotgun.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 17, 2012, 07:35:34 am
Remove the roof above the shotgun.

I built it at open air.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 17, 2012, 07:50:27 am
!!SCIENCE!! A four-ramp drop and then 20 rollers WILL shotgun bolts through a fortification. I could see lining an entrance hallway with fortifications and carts filled with bolts. Excessively complex, but it would be funny, I guess.

Cool, but it didn't work =/ I build even 30 rollers & nothing. What's wrong with it? Am I playing different game? =)

I think there is a limit to acceleration provided by rollers, maybe 20 or even a few less. No need for thirty. Also, the end of the track isn't a stop, it's just track and then fortification. Starting at the top of a string of ramps also appears to be vitally important.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 17, 2012, 08:03:17 am
20 doesn't work too... OK, I'll just wait for next game release.
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 17, 2012, 08:50:12 am
0.34.09 was released a couple of hours ago.


There seems to be a bug where when a cart moves over a roller, as well as accelerating that cart, every other cart on a track is accelerated in the same direction. This explains why my carts keep flying off the track, or suddenly speed up/slow down.

Has anybody else found this? It's clearly a bug, but I can't make sense of the bugtracker.


In other news, necromancers will animate bodyparts on a moving minecart (happyface), but the zombies will drop off the cart (sadface). It took several tries for the necromancer to "notice" the kobold corpses I used, with a view of 5 tracks tiles, so if you want to use this a wider view of over 10 tiles is recommended.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 17, 2012, 09:30:08 am
0.34.09 was released a couple of hours ago.


There seems to be a bug where when a cart moves over a roller, as well as accelerating that cart, every other cart on a track is accelerated in the same direction. This explains why my carts keep flying off the track, or suddenly speed up/slow down.

Has anybody else found this? It's clearly a bug, but I can't make sense of the bugtracker.

...

Upload a save game file that demonstrates the bug, and post the link here. Someone else can then assist with the bug tracker.
Title: Re: The "How Does Minecart" Thread
Post by: PsychicKid on May 17, 2012, 11:03:09 am
So uh, how do I fix the route problem where my dwarf is just hauling a cart diagnolly instead of pushing it down my tracks? I don't have the fort in question anymore, but I had a long stretch of track going through a hallway then turning south at a corner, going to the other end. Stop A in the north west, stop B in the south east essentially, yet my dorf just picks up the thing and runs through my hallways with it.

What.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 17, 2012, 11:14:20 am
So uh, how do I fix the route problem where my dwarf is just hauling a cart diagnolly instead of pushing it down my tracks? I don't have the fort in question anymore, but I had a long stretch of track going through a hallway then turning south at a corner, going to the other end. Stop A in the north west, stop B in the south east essentially, yet my dorf just picks up the thing and runs through my hallways with it.

What.

There's a break in your track somewhere. Or you're starting off in the wrong direction. There may be a yellow ! in front of your stop in the route planner...
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 17, 2012, 11:38:56 am
Upload a save game file that demonstrates the bug, and post the link here. Someone else can then assist with the bug tracker.

Uploaded: http://dffd.wimbli.com/file.php?id=6324
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 17, 2012, 12:34:50 pm
So, do we need stonefall traps anymore? The damage from couple of stone falling from several z-levels is much more then from stonefall trap.

[]S1---/----S2 This is how it looks. I didn't test it. Just in mind.
[]                         D - Locked door
H=D                      = - Tunnel
[]                         H - Hatch
[]                         S1 - Stop without friction & with unload to Hutch direction (minecart must fall in shaft too).
[]                         S2 - Just stop for load
[]                         - - Track
[]                         [] - Shaft
[]                         P/G - Goblin at the Pressure plate
[]
P/G

You just need to set some stone quantity for minecart load & push it to shaft to make it safe from haulers. Then just wait for little thief-friends. & when they activate pressure plate a stack of stones will do its job. Then dorfs just haul everything & reload trap automatically.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 17, 2012, 01:05:52 pm
So uh, how do I fix the route problem where my dwarf is just hauling a cart diagnolly instead of pushing it down my tracks? I don't have the fort in question anymore, but I had a long stretch of track going through a hallway then turning south at a corner, going to the other end. Stop A in the north west, stop B in the south east essentially, yet my dorf just picks up the thing and runs through my hallways with it.

What.
Try setting a hauling point at each corner for both directions of travel.  For a track shaped like:
Code: [Select]
B--------A
|
|
C
you need 4 stops (from the h-s menu, not b-C-S).  One at A, marked ride west whenever, one at B marked ride south immediately always, one at C marked ride north immediately when empty (or whatever) and another at B, marked ride east immediately always.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 17, 2012, 01:40:07 pm
when a cart moves over a roller, as well as accelerating that cart, every other cart on a track is accelerated in the same direction.

This explains "quantum entanglement".
Title: Re: The "How Does Minecart" Thread
Post by: jwest23 on May 17, 2012, 01:53:59 pm
Is manual unloading of minecarts via "give to stockpile" broken for everybody or it`s just me doing something wrong? The only way I can empty the minecart is to dump the contents on a stop.

I had this same experience in .08.  I can't test it now, but is it any different in .09?
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 17, 2012, 02:23:37 pm
So, do carts going up ramps work properly in this version?

I'll test it in a minute but if someone else already has that'd be great.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 17, 2012, 02:27:00 pm
I think i found the way to avoid accident with the minecarts. You need to build this:

[]S[]                               [] - Shaft
[]  []                               S - Stop
[]  >>>===========[]      = - Tunnel with track
[]                       []S[]      > - Rollers
[]==========<<<[]


It's a primitive example but you can build a track loop which are isolated from any traffic areas where dwarfs can be injured. Minecart would be dropped into shaft & moved in tunnel to the next stop & then repeated.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 17, 2012, 02:27:52 pm
I prefer the slight chance of occasional collision and death. Wouldn't be as fun without it.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 17, 2012, 04:40:15 pm
Is manual unloading of minecarts via "give to stockpile" broken for everybody or it`s just me doing something wrong? The only way I can empty the minecart is to dump the contents on a stop.

I had this same experience in .08.  I can't test it now, but is it any different in .09?

I was unloading just fine in 08. Did you remember to set a stockpile link from your route>stop panel?
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 17, 2012, 04:49:29 pm
Is manual unloading of minecarts via "give to stockpile" broken for everybody or it`s just me doing something wrong? The only way I can empty the minecart is to dump the contents on a stop.

I had this same experience in .08.  I can't test it now, but is it any different in .09?

I was unloading just fine in 08. Did you remember to set a stockpile link from your route>stop panel?

Aw, it was just me. Didn`t pay attention that the "give" menu says "kept items", not "desired", and was always ordering to keep in cart all items I wanted to unload.
Title: Re: The "How Does Minecart" Thread
Post by: jwest23 on May 17, 2012, 04:52:52 pm
I bet that was exactly my problem, too.  Thanks, webber.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 17, 2012, 05:00:52 pm
Did a bit more science with pushed carts (no rollers so far).  A pushed cart goes 18 tiles when every tile is a turn.  They go 179 tiles when only two tiles are turns (ran out of room in my 2x2 embark).
If my math is right, turns apply about 11 times as much friction as ordinary track tiles, and if I had a larger embark area the cart would have gone about 200 tiles in a straight line.


We need a way to describe a cart's speed.  The obvious is direct velocity (tiles per tick or the inverse, whichever is more convenient), but since pushed cart travel seems to be at uniform speed, with cart weight, material, and dwarf strength and speed having no effect, I think a more useful descriptive unit would be how far the cart will travel in a straight line.  Thus a pushed cart travels at a speed of 200.  I'll do a bit of research on rollers and ramps and what speeds they generate, and I think I'll end up reporting it all in tiles traveled.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 17, 2012, 05:02:43 pm
Rather than a ramp to the bottom of a fort, can you just plunge a cart down a hole and have it land on a track with, say, rollers, and then it keeps going to its destination? You could then define another track to return it to the surface, or just let a dwarf cart the cart.
Title: Re: The "How Does Minecart" Thread
Post by: Scelly9 on May 17, 2012, 05:12:24 pm
Rather than a ramp to the bottom of a fort, can you just plunge a cart down a hole and have it land on a track with, say, rollers, and then it keeps going to its destination? You could then define another track to return it to the surface, or just let a dwarf cart the cart.
Yes. But it won't be going extremely fast when it gets to the bottom.
Title: Re: The "How Does Minecart" Thread
Post by: khearn on May 17, 2012, 05:53:04 pm
Did a bit more science with pushed carts (no rollers so far).  A pushed cart goes 18 tiles when every tile is a turn.  They go 179 tiles when only two tiles are turns (ran out of room in my 2x2 embark).
If my math is right, turns apply about 11 times as much friction as ordinary track tiles, and if I had a larger embark area the cart would have gone about 200 tiles in a straight line.


We need a way to describe a cart's speed.  The obvious is direct velocity (tiles per tick or the inverse, whichever is more convenient), but since pushed cart travel seems to be at uniform speed, with cart weight, material, and dwarf strength and speed having no effect, I think a more useful descriptive unit would be how far the cart will travel in a straight line.  Thus a pushed cart travels at a speed of 200.  I'll do a bit of research on rollers and ramps and what speeds they generate, and I think I'll end up reporting it all in tiles traveled.

But it can be pretty hard to tell hard far a cart would go in many circumstances. How do I measure how fast m cart is going partway down a helical tunnel to the bottom of my fort? Digging a straight stretch of track a couple of hundred tiles long to see how far it will roll isn't very practical. pausing the game and using '.' to advance things one tick at a time and counting how long it takes to move a tile is easy. I think something that is easily measured is more useful than something that is very difficult to measure.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 17, 2012, 06:07:42 pm
Why would digging a tunnel out not be practical?  I've been using distance traveled specifically because it's easier and more accurate.  A straight tunnel would be (slightly) time consuming, but once we have better data and a more exact conversion factor than my rough 11:1 ratio you could dig a quite small zigzag tunnel.  I suppose advancing tick by tick is not very hard, but as you approach top speeds you lose precision very fast (I'm pretty sure there are valid speeds between 2 ticks/tile and 3 ticks/tile), and while you could keep doing it until you have, say, 10 tiles traveled and take the average, more things will keep happening to the cart, affecting its velocity.  By digging out a runoff tunnel, you could test the speed at any point in the path and close it back up later, unless you are in a very constrained environment. 
If you're worried about the tunnel being too large and labor intensive,  the maximum speed I achieved with rollers last night (in 34.08) would stop without hitting the end of a 2x25 zigzag corridor.  I haven't messed with ramps yet, but I'm about to.

EDIT: also, having speed in the remaining number of tiles travelable is much more convenient for planning purposes.  Knowing your cart is traveling at 5 urists/urist is only directly useful for knowing how long it will take it to get to a destination (assuming constant velocity), which might be useful when planning timing sensitive track switches, but knowing your cart will travel 400 straight tiles, 36 curved tiles, whatever number of upward ramps, or fly whatever distance without further added energy is very useful for deciding whether you will need to add more rollers or ramps to your proposed path.  Either way you would need a lookup table to find the information contained in the other units, but I think people will want to know how far their cart will go a lot more often then they'll want to know when it will get there.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 17, 2012, 06:24:16 pm
I think you need both, depending on what you're trying to do.


Ultimately we need to reverse engineer the formula for how ramps add/reduce velocity, rollers, and how they accumulate speed, how much corners take off, etc. People are likely going to be dealing with combinations of ramps and rollers and turns, and being able to estimate things will matter.


However, much of the benefit of mine carts is also in their timing. If I want pressure plate to lower a drawbridge, and that takes 100 ticks to activate, how far back does the plate need to be? That kind of thing.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 17, 2012, 06:38:34 pm
Why would digging a tunnel out not be practical?

It is both time-consuming and labour-intensive. And requires materials. While the accuracy of this practice is undoubtedly higher, this sort of scientific approach can be very costly to the long-term viability of a fortress, especially in the early years. Put me down in the measure-by-tick camp, for now.

Nevermind cannons... I'm learning how to use tracks as a central part of my fort's design. To *transport items*.
Spoiler (click to show/hide)

Science can wait. I'm busy engineering.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 17, 2012, 07:54:44 pm
Engineering is science applied.
Title: Re: The "How Does Minecart" Thread
Post by: Buttery_Mess on May 17, 2012, 10:01:40 pm
Engineering is science applied.

Engineering is the practice of designing and maintaining systems.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 17, 2012, 10:03:49 pm
I have confirmed that carts still don't go up ramps properly.

For anyone who doesn't know what this means, to get a cart to go up a track-ramp, you have to make the ramp's track direction only go in the uphill direction. For instance, if you have a cart going north up a hill instead of building a NS track-ramp, build a N track-ramp.

One dwarf was harmed by a minecart in the confirmation of this fact.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 17, 2012, 10:33:46 pm
Not much of a scientist, I suppose. Oh well.

I've learned that multiple carts can share a stop and load simultaneously, provided they've been 'guided' into place.

Also, that guiding carts uphill appears to be a perfectly safe practice.

It might not be much of a contribution, but injuries, even imagined ones, tend to upset me terribly.

Oh! With regards to general efficiencies, I recommend burrowing a dedicated loader/unloader at your stations, with amenities close at hand, to prevent having some dwarf haul ass from the other side of the map to unload one block and defeat the purpose of having a cart system set up in the first place. Probably best to disable loading duties for most dwarves, too.

edit: Wait.. not sure that loading duties CAN be turned off. Hauling/pushing can be, yes....
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 17, 2012, 10:36:36 pm
I have confirmed that carts still don't go up ramps properly.

For anyone who doesn't know what this means, to get a cart to go up a track-ramp, you have to make the ramp's track direction only go in the uphill direction. For instance, if you have a cart going north up a hill instead of building a NS track-ramp, build a N track-ramp.

One dwarf was harmed by a minecart in the confirmation of this fact.

Perhaps NS track ramp are for going uphill to the north and uphill to the south, not uphill to the north and flat to the south? Not like that's a useful way to place rails.
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 17, 2012, 10:57:13 pm
edit: Wait.. not sure that loading duties CAN be turned off. Hauling/pushing can be, yes....

I think loading duties would all be the relative haulings. So food hauling lets you load and unload food, wood hauling lets you load and unload wood, etc.

Perhaps NS track ramp are for going uphill to the north and uphill to the south, not uphill to the north and flat to the south? Not like that's a useful way to place rails.

No clue. The way the track-ramps are organized makes them seem like they're supposed to work exactly like the regular tracks. As well as the placeholder for when they're being built looking exactly like an identical non-ramp track.
Title: Re: The "How Does Minecart" Thread
Post by: PoodleIncident on May 17, 2012, 11:01:49 pm
Seems more likely to be coded as what direction you can enter the ramp from.

__/|00                 East

00|\__                 West

_____                 East/West

Put another way, you can't actually enter a west ramp from the east side on that z-level. Seems more overthinking things than a bug to me.
Title: Re: The "How Does Minecart" Thread
Post by: jwest23 on May 17, 2012, 11:35:22 pm
I have a NS ramp that seems to work just fine.

It only took one roller to move a cart fully loaded with stone up one level.

And I can also confirm that guiding that same cart up works well.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 18, 2012, 12:23:12 am
While doing some roller science, I encountered an interesting bug.  Carts get stuck when they try to take u turns at high speed (if you contain it so they don't derail).  Rather than getting stuck and stopping, they bounce back and forth at top speed forever.  Also, the only necessary walls are the diagonals.
Code: [Select]
#  wall
/,\,-   tracks
C - cart


#
 /------C
 \-------
#
#
 C-------
 \-------
#
#
 /-------
 C-------
#
#
 C-------
 \-------
#
 
The cart goes forever, and if creatures will happily path through it.  Striking creatures does not slow the cart.  I ordered a dwarf to pasture a pig there, and he passed out on the track and was struck 20 times before I could pause.  He managed to get out of there somehow, but another dwarf came to try and pasture the pig, and was killed in seconds.  You could conceivably use this as an invader trap, though you would have to be careful to keep pets and dwarves out.


I'm quite certain it didn't do this in 34.08, I was using high speed U turns last night in my cart speed tests, but that no longer seems to be an option.
Title: Re: The "How Does Minecart" Thread
Post by: Psieye on May 18, 2012, 12:58:53 am
We need a way to describe a cart's speed.  The obvious is direct velocity (tiles per tick or the inverse, whichever is more convenient), but since pushed cart travel seems to be at uniform speed, with cart weight, material, and dwarf strength and speed having no effect, I think a more useful descriptive unit would be how far the cart will travel in a straight line.  Thus a pushed cart travels at a speed of 200.
Stop - do not call that "speed". Call it momentum, impulse or even displacement-if-straight-line. Anything but "speed" as that will confuse the heck out of readers. What you've described is definitely a useful standard to measure on various minecart scenarios, but "speed" is the wrong word for it.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 18, 2012, 01:01:54 am
I was wondering about that...  Impulse is much better.
Title: Re: The "How Does Minecart" Thread
Post by: DanteThanatos on May 18, 2012, 01:20:58 am
Has Toady said something about the Profile Management of a Track Stop? I mean...To allow only a single dwarf to use a certain track stop to load/unload/ride?
I was thinking about a locked up fort and the only way in/out beign through minecarts...but with the profile management i could send out only my woodcutters or only the militia, without all the fuss of burrowing a single dwarf for every ocasion.
Title: Re: The "How Does Minecart" Thread
Post by: Commiesalami on May 18, 2012, 02:07:00 am
Two Questions:

On a linear track, Sometimes when a dwarf pushes the cart if flys off in a diagonal.  Ive seen this occur on multiple embarks and in both .08 & .09  Does anyone have any idea why this occurs.  All tracks are aligned properly

In the .09 Im suddenly having trouble filling carts with magma by running them under magma, longer 'dives' dont help.  Is anyone else noticing the same thing?
Title: Re: The "How Does Minecart" Thread
Post by: penguinofhonor on May 18, 2012, 02:19:55 am
Has Toady said something about the Profile Management of a Track Stop? I mean...To allow only a single dwarf to use a certain track stop to load/unload/ride?

This is a good idea but I don't think anything's been said about it.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 18, 2012, 02:26:13 am
Minecart Arena Fun!

1. Create a creature (i.e. dwarf) in the arena who starts holding a minecart "tool".
2. Drop the minecart on the ground.
3. Press "u" to interact with the cart.
4. Select to Ride in a direction of your choice.
5. While riding, select push or ride in the same or other directions, causing you to gain (vector) speed.
6. Enjoy jumping chasms, skipping on liquids, running down creatures, and vaulting your sorry corpse over the arena castle when you ram into the wall at high speed.
7. Enjoy Putting items into the minecart while you are holding it, and then kicking it down test ramps or at fortifications.
8. Enjoy jumping out of moving/flying minecarts (passengers retain momentum realistically, so this is just as dangerous as jumping out of a car on the highway)

FYI when you run down goblins in your battle carts, the dwarf passenger is unharmed. If you ram a wall, you will be ejected and either collide with your own cart, or get vaulted over the wall in a parabola.

PS - you can mod the arena layout in the data\init\arena.txt to make interesting testing grounds.
Title: Re: The "How Does Minecart" Thread
Post by: Socializator on May 18, 2012, 04:00:04 am
My ramps are working fine as well.  I have contructed (not carved, not sure now if it is even possible?) the NS ramp (for line going north-south) on the lower floor only. Initially I have constructed on both levels, but that was obviously stupid. rest of the tracks are however also constructed, so I didnt have to do any overlap etc, just built the | line on the tiles next to the ramp.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 18, 2012, 04:10:47 am
You know what? I finally did this *&^$&^@ shotgun! =)
My problem was: The ramps which I built was only  1-directional (N,W,S,E) but not (EW,NS)
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 18, 2012, 04:13:37 am
Now that minecarts can be specified in stockpile settings, it's possible to load a minecart with other minecarts, up to twelve at a time. With a bit of fiddling, you are then able to load that and similar minecarts onto another minecart. Etc.

If you happen to have a lot of gold or silver lying around, this could lead to a very heavy cart indeed.

I have contructed (not carved, not sure now if it is even possible?) the NS ramp...

To carve an NS (or similar) ramp, you need to designate across the tile, starting 1 tile north/south then over the ramp to the opposite tile.
Title: Re: The "How Does Minecart" Thread
Post by: Yuuzhan on May 18, 2012, 04:16:35 am
I am using both carved and constructed tracks with NS ramps. They work perfectly, however I've spent much time trying to understand why I can't create hauling route that goes between levels - solution was easy:

Code: [Select]
      ===
=====RW__   

where
_ - just simple boring floor
= - rails (carved were also under ramp!)
R - two-directional ramp, only on lower level
W - solid wall just after the ramp, probably to indicate direction of ramp, where is upper edge, and the where is lower
Title: Re: The "How Does Minecart" Thread
Post by: se5a on May 18, 2012, 05:01:10 am
apologys if it's already been said, but how many rollers/how much power do you need to get a minecart up a z level now?
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 18, 2012, 05:49:48 am
FINAL-FINAL-FINAL EDITION!

To build shotgun you DON'T NEED ROLLERS!!! you only need 3 RAMPS-HIGH construction & it seems firing range (how far will objects fly) of minecart content doesn't depends on speed of minecart.

Shot with stone blocks.
(http://img528.imageshack.us/img528/686/29569983.png)

NOTICE How blocks are distributed! I you will try to make a shotgun in a 3 width-tile corridor the blocks will distribute to LEFT & RIGHT side of corridor & the center will be empty of blocks or will be couple of it & the enemy which moving in the center of corridor will be safe!

Maximum efficiently you can reach by this construction -

  F      I
  F   g I
=F    gI
  F   g I
  F      I

= - Track
F - Fortification
g - Goblins
I - Wall
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 18, 2012, 06:00:14 am
Haven't gotten exact data but 10 rollers at highest setting will accelerate a cart from a standstill to climb at least 8 ramps.  I would have found the maximum, but I dug into the aquifer from the bottom while expanding my ramp.

Just a dwarf pushing it is NOT enough, and it will come back and smash him, though people said that guiding it works. 

EDIT: this is with ordinary carved ramps that go both directions. 1 way ramps do not seem to be necessary or helpful.

EDIT 2: well I feel stupid, I meant 10 rollers, not one roller.  1 roller at highest rolls a cart up 1 (but not 2) ramps.  I suspect each roller gives about a ramp's worth of impulse.

EDIT 3: weird, unable to replicate that result in another fortress.  This time 10 rollers on highest lift it up 1 and only 1 ramp.  The only difference I can see is that this ramp is N/S with S uphill while the other was E/W with W uphill.  They are two way ramps, which didn't matter last time I tried this.

EDIT 4: E/W ramps only get one ramp of lift too.  Using one way ramps prevents carts from climbing at all (I think).
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 18, 2012, 07:38:38 am
This construction may automate & secure gathering of the minecart content, I think.
(http://img651.imageshack.us/img651/1061/88480829.png)
This construction had a very narrow hit zone.
The minecart awaits the moment when goblin are touches pressure-plate which activate hatch with the minecart & then minecart falls on rollers which move it to ramps & hit fortification. The minimal flying path of minecart content (objects) are 7 tiles (6 clear tiles) (look at the image in my previews post) so those objects are fly through corridor & goblins & drops into the very high shaft to make its gathering safer.
The block marked as "?" - May be any kind of construction to make objects passable but not goblins & building destroyers.

ADDED: Some of minecart content (blocks) are stops flying when they collide with the object (goblins) but those which are not collided are continue its flying & fly through 2 rows of fortification & 3 tiles between them (at the image the block which marked as "?" are fortification).
Title: Re: The "How Does Minecart" Thread
Post by: TheCoolSideofthePIllow on May 18, 2012, 08:00:04 am
So minecarts will continue on a track after falling?

Is there a limit to how far they can fall? Are there any unexpected consequences of dropping a minecart down a shaft to an area you need it? It's not going to just explode after hitting the ground after a 100 z-level drop, is it?
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 18, 2012, 08:06:52 am
I'm dropping minecart from 40+ z-levels & it hit the roller & move forward. Nothing unexpected. It was on 0.34.08 build.
Title: Re: The "How Does Minecart" Thread
Post by: TheCoolSideofthePIllow on May 18, 2012, 08:09:30 am
I'm dropping minecart from 40+ z-levels & it hit the roller & move forward. Nothing unexpected.

Does it have to hit a roller to continue moving on?

Not sure if I need any more movement after the drop though... I am thinking I will have the goods I need delivered to the lower sections drop down when filled, empty it's load and gather the metal bars/armor/weapons crafted in the magma forges, then send the cart off on another track powered by rollers to take the cart back up to the main area.

There is so much empty space between my magma forge and the rest of my fort, that some of the less hearty of my dwarves keep dying from the long trek back and forth XD
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 18, 2012, 08:15:42 am
A minecart which is falling straight down must be acted on by a roller to continue moving horizontally.  If a cart lands onto a ramp, it treats the ramp as a floor.  You need rollers.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 18, 2012, 08:21:12 am
So minecarts will continue on a track after falling?

Is there a limit to how far they can fall? Are there any unexpected consequences of dropping a minecart down a shaft to an area you need it? It's not going to just explode after hitting the ground after a 100 z-level drop, is it?
Minecarts will lose all forward speed when you drop them down a chute (but not if you let them fly forward and land on the track).  Carts that land on rollers get pushed by the rollers.  Carts that land on ramps do not roll down the ramp


I noticed a weird thing with rollers.  I had both E->W and N->S rollers active in the same room, linked to the same power source, and when I tried to use the N/S track the cart went very fast off rails diagonally SW from the cart stop.  Deconstructing the E-W roller stopped this behavior.  Apparently carts do not have to actually be on the roller to be influenced by it, and differently facing rollers can add the force vector together.  I don't know what the limits of this are yet (does it work across the map?) but this is surely not intended behavior.
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 18, 2012, 08:34:14 am
I noticed a weird thing with rollers.  I had both E->W and N->S rollers active in the same room, linked to the same power source, and when I tried to use the N/S track the cart went very fast off rails diagonally SW from the cart stop.  Deconstructing the E-W roller stopped this behavior.  Apparently carts do not have to actually be on the roller to be influenced by it, and differently facing rollers can add the force vector together.  I don't know what the limits of this are yet (does it work across the map?) but this is surely not intended behavior.

It's probably related to the one I mentioned a couple of pages back. According to the bugtracker (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5911), it looks like it's been fixed for the next release, so exploit it while you can.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 18, 2012, 08:55:55 am
The wine barrels are not explode when I shoot them with a shotgun =(
Title: Re: The "How Does Minecart" Thread
Post by: Ves on May 18, 2012, 08:58:29 am
Can anyone improve on this system for filling carts with liquid?

(http://i.imgur.com/wrQqM.png)

The cart runs over a grate laid over a hole, not a grate laid over track laid over a hole. The cart can pass over several grates guided by walls before rerailing itself.

The floodgate can be opened to refill the cistern when it's empty, but if you leave it open all the time, you end up with overflow that pushes the cart off the track.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 18, 2012, 09:13:57 am
Verified that:

Ramming any heavy object (other minecarts, dragons, etc.) causes the cart to "crash" and spill its contents.

Jumping on top of water so that you skip down is the only safe way to leave a fast-moving cart other than to wait for it to come to a complete stop.

"Crashing" a fluid-filled minecart causes a 2/7 fluid spill. Verified magma spill.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 18, 2012, 11:47:23 am
Does crashed fluid cart send a shotgun style?  Are obsidian collides possible?
Title: Re: The "How Does Minecart" Thread
Post by: khearn on May 18, 2012, 11:54:36 am
Minecarts will lose all forward speed when you drop them down a chute (but not if you let them fly forward and land on the track).  Carts that land on rollers get pushed by the rollers.  Carts that land on ramps do not roll down the ramp

So it sounds like you could make a parabolic "shaft" to let a cart fall a long way and still have forward momentum at the bottom.

Code: [Select]
Side view
XXXXXXXXXX   X = wall
___  XXXXX   _ = track
XXX   XXXX
XXXX   XXX
XXXX   XXX
XXXXX   XX
XXXXX   XX
XXXXX   XX
XXXXXX   X
XXXXXX   X
XXXXXX   X
XXXXXX   X
XXXXXX   X
XXXXXX____
XXXXXXXXXX

Exact path of the shaft would depend on the initial speed of the cart, but as long as it doesn't contact the walls on the way down, it sounds like it would continue rolling when it hit the tracks at the bottom.
Title: Re: The "How Does Minecart" Thread
Post by: Keldane on May 18, 2012, 01:46:59 pm
Minecart-related question! Has anyone else had issues with minecarts brought with them at embark? I brought ten to my current fort, but only one has ever been listed as available for use.
Title: Re: The "How Does Minecart" Thread
Post by: Broseph Stalin on May 18, 2012, 02:35:12 pm
Minecart-related question! Has anyone else had issues with minecarts brought with them at embark? I brought ten to my current fort, but only one has ever been listed as available for use.
Are they the same type? I've noticed that if I have 5 silver and one platinum minecart (for density) it only shows a silver minecart and a platinum minecart.
Title: Re: The "How Does Minecart" Thread
Post by: Keldane on May 18, 2012, 02:38:51 pm
They are indeed all copper minecarts.

Additionally, forbidding the one that's already on a track causes no carts to be available. It's like the rest don't exist.
Title: Re: The "How Does Minecart" Thread
Post by: Babylon on May 18, 2012, 02:41:11 pm
So how are directions determined on carved tracks?  I want to set up minecarts to take stuff to/from my magma furnaces, and the one way ramps thing is worrying me. 
Title: Re: The "How Does Minecart" Thread
Post by: khearn on May 18, 2012, 03:23:14 pm
I've got a spiral of carved ramps going all the way down to my magma forges, and the carts roll down nicely (once i put walls outside of the corners, and get guided all the way back up. No problems, once I learned how to designate engraved tracks over ramps (you have to draw beyond the ramp to get it to be NS instead of just N for example).
Title: Re: The "How Does Minecart" Thread
Post by: blue sam3 on May 18, 2012, 03:34:43 pm
So, I made a rapid cart deployment system, for when you need ridiculously small numbers of cats packed into a corridor NOW. Essentially, carts are driven into the top and each is caught by a door at a different point (note: there will be issues if you try to load carts faster than the delay time in the logic unit) then, at the pull of a single lever, all of the doors open, allowing all of the minecarts to fall, accelerating all the way, to the output track at the bottom. It's pretty dense, with one cart every four squares (plus a few for the edges, whatever you're using as a loading structure and 14 in the logic unit), and tiles in two dimensions (can be placed immediately next to each other and every four squares behind/below). As the logic units only move when something happens, there shouldn't be any significant lag except in loading (and in launching, but I don't think you'll notice it behind the lag from the carts themselves). It isn't combat tested yet, but it will be whenever I finish producing enough iron minecarts and weapons to fill them with to attract some goblins to come a-visiting.

Overall structure (side view):
Code: [Select]
RDWWRDWWRDWWRDWWRD
WRDWWRDWWRDWWRDWWR
WWRDWWRDWWRDWWRDWW
WWWRDWWRDWWRDWWRDW
RDWWRDWWRDWWRDWWRD
WRDWWRDWWRDWWRDWWR
WWRDWWRDWWRDWWRDWW
WWWRDWWRDWWRDWWRDW
RDWWRDWWRDWWRDWWRD
WRDWWRDWWRDWWRDWWR
WWRDWWRDWWRDWWRDWW
WWWRDWWRDWWRDWWRDW
TTTTTTTTTTTTTTTTTT
Legend (Above only):
R = ramp
D = door
W = wall
T = track

Basic unit:

HOLDING SYSTEM (side view):
Code: [Select]
TTTTTTiTR2WW
WWWWWWWWWR1W
WWWWWWWWWWRX
WWWWWWWWWWWR

CONTROL (top view):
Code: [Select]
WWWWWWWWWWWW
WATER->I1aXW
WATER->WWWWWW
WATER->IA2bXW
WATER->WWWWWW
WATER->IB3cXW
WWWWWWWWWWWWW
Legend (Basic Unit):

W = wall
R = ramp
T = track
A,B,... = door linked to plate a,b,... and also to release lever in holding system
I = door linked to plate i
1,2,... = bridge linked to plate a,b,...
X = door linked to release lever
Title: Re: The "How Does Minecart" Thread
Post by: se5a on May 18, 2012, 03:51:43 pm
Haven't gotten exact data but 10 rollers at highest setting will accelerate a cart from a standstill to climb at least 8 ramps.  I would have found the maximum, but I dug into the aquifer from the bottom while expanding my ramp.

Just a dwarf pushing it is NOT enough, and it will come back and smash him, though people said that guiding it works. 

EDIT: this is with ordinary carved ramps that go both directions. 1 way ramps do not seem to be necessary or helpful.

EDIT 2: well I feel stupid, I meant 10 rollers, not one roller.  1 roller at highest rolls a cart up 1 (but not 2) ramps.  I suspect each roller gives about a ramp's worth of impulse.

EDIT 3: weird, unable to replicate that result in another fortress.  This time 10 rollers on highest lift it up 1 and only 1 ramp.  The only difference I can see is that this ramp is N/S with S uphill while the other was E/W with W uphill.  They are two way ramps, which didn't matter last time I tried this.

EDIT 4: E/W ramps only get one ramp of lift too.  Using one way ramps prevents carts from climbing at all (I think).

so one roller on a 1z ramp itself should be sufficient to keep the cart moving. thanks.
I think I need to make a macro to dig a shaft down, then another to lay track& rollers
anyone else done this yet?


wonder if we couldn't code a macro creater that would allow you to input the size of the shaft you want, then have it output the macro for you to stick in the folder.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 18, 2012, 04:31:33 pm
You can place rollers on top of ramps.  I haven't verified, but I suspect that's the easiest way to get a caet to go uphill.
Title: Re: The "How Does Minecart" Thread
Post by: jwest23 on May 18, 2012, 04:59:38 pm
The only way I've ever been able to get a roller onto a ramp was if it was part of a roller chain of two or more, where one was on flat ground.

Is there some secret to it that I'm missing?
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 18, 2012, 05:03:09 pm
Can anyone improve on this system for filling carts with liquid?

(http://i.imgur.com/wrQqM.png)

The cart runs over a grate laid over a hole, not a grate laid over track laid over a hole. The cart can pass over several grates guided by walls before rerailing itself.

The floodgate can be opened to refill the cistern when it's empty, but if you leave it open all the time, you end up with overflow that pushes the cart off the track.


I would simply automate it using pressure plates to keep the cistern filled (put a plate on the 2nd right water tile to open the floodgate if it's lower than 5/7) and one under the tracks to activate the pump when the cart passes. It'll take fiddling, but you should be able to time it out so that the pump turns on just as the cart arrives. If you only have it activate the top pump, that will limit the amount of water that comes out to as little as 7/7 units by leaving the water reservoir for the top pump at only one tile. Then you can use a 2nd pressure plate, either in that one tile, or on the track after the cart passes to activate the lower pump to refill the top reservoir. I think the key to overfilling the track area is to physically limit the amount of water that the top pump can push.


You could also raise the track one more level up (with one more pump layer) so that there's always 7/7 capacity between the track and the cistern to soak up any excess water.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 18, 2012, 05:18:47 pm
Can anyone improve on this system for filling carts with liquid?
Why do you fill the cart from upper z-level? It just needs to be submerged into a tile of water. I think you can remove the second pump and replace the wall under it with wall grate. Also I`d try to use a wall grate from other side instead of floor grate to avoid gaps in the tracks, and the water would flow from left to right, not from top to bottom, but I`m not sure how the flow would affect minecart.
Also I`m thinking about a big cistern of water with rollers on the bottom and some doors and pressure plates to prevent or minimize leakage when minecart enters and leaves.

Does crashed fluid cart send a shotgun style?  Are obsidian collides possible?
Hmm. If we make two parallel tracks, set two stops with drop order and launch two minecarts with water and magma simultaneously... And if the drop point is hanging in the air...
Automated cave-ins?
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 18, 2012, 05:26:37 pm
To get the timing just right, you could use doors on each track to stop the cart on a roller, and then with a single trigger open both doors simultaneously.


The problem I think though is that if tracks are treated like floors, wouldn't the created obsidian stay on the dump tile by attaching to the floors/tracks?


Alternatively, do falling objects fall at a fixed rate, or do they accelerate? If they accelerate, you could drop one component (say magma) from a height, and the other component (water) from lower, and have the higher component by virtue of the higher velocity overtake the lower one, creating the obsidian, which is now one or more z-levels below the tracks. That'd be a hell of a timing exercise.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 18, 2012, 05:41:01 pm
If they accelerate, you could drop one component (say magma) from a height, and the other component (water) from lower, and have the higher component by virtue of the higher velocity overtake the lower one
Hey, that won`t work even IRL! Gravitational acceleration is a constant, and air resistance is what only matters, but I don`t think it is calculated in DF :) So we must find some hard way to mix fluids in air, or just drop them to be mixed directly on target.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 18, 2012, 05:51:23 pm
That will indeed work IRL.


It won't work if you drop them both at the same time, but if you drop the higher object and then right before it reaches the lower, drop the lower object. The velocity of the higher object will indeed cause it to collide as the bottom object cannot accelerate faster than the upper object, given that they both continue to accelerate at the same rate. That's true even if the upper object has achieved terminal velocity, provided it can overtake the lower before it has time to achieve terminal velocity (assuming the same terminal velocity).
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 18, 2012, 05:55:27 pm
That will indeed work IRL.

Ninja'd.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 18, 2012, 08:22:12 pm
Does crashed fluid cart send a shotgun style?  Are obsidian collides possible?

Tested and verified that a stack of water[833] or magma[833] will fire out as a single "shotgun" projectile, and reverts to being a 2/7 fluid after all collision calculations have happened (i.e. The water laced with water [833] strikes You in the left lower leg, jamming the bone through the left knee's muscle and shattering the left knee's bone! )

If you ride a magma cart, you are ok. If you pick up a magma cart or pick up the magma[833] stack, fiery death ensues. Notably, the stacks revert to being 2/7 fluid if you drop the entire stack on the ground by hand, but not if you throw magma[1] or water[1] at the wall, which only result in contaminants.

In order to cast obsidian, you'd have to have very good shotgun accuracy to have the stack items land in the same spot.
Title: Re: The "How Does Minecart" Thread
Post by: Agent_86 on May 18, 2012, 08:39:49 pm
This begs the question - if the magma flies out as one projectile... then reverts to 2/7 liquid on contact... how deadly would magma projectiles be, especially against squads, who would then have to navigate dropped magma along the way?
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 18, 2012, 08:50:18 pm
Can an adventurer fill an iron bucket with magma from a cart?
Title: Re: The "How Does Minecart" Thread
Post by: blackmagechill on May 18, 2012, 08:51:51 pm
You'd probably be better off doing *platinum thrones* instead of magma, unless you did a line of multiple carts for attack, which would create a nice fire spread and probably ignite the enemies... although a set of chairs flying out at blistering speeds would be an outright kill.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 18, 2012, 09:02:14 pm
This begs the question - if the magma flies out as one projectile... then reverts to 2/7 liquid on contact... how deadly would magma projectiles be, especially against squads, who would then have to navigate dropped magma along the way?

The cart does more damage, and the magma bullet doesn't do heat damage until landing, so it really isn't a good weapon after all. It's an excellent way to set the grass on fire at range.

Quote
The magma [833] strikes Goblin 9 in the lower body, bruising the muscle and bruising the guts!
Title: Re: The "How Does Minecart" Thread
Post by: iceball3 on May 18, 2012, 09:09:51 pm
Test: Minecarts full of iron swords. Ram into the wall while riding it.
Result: Looks like a Will It Blend? episode except the cart filled with swords is the blender. Instant death.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 18, 2012, 09:21:14 pm
My guess is that a single-wide entrance with a pit and wall at the end, with a magma filled cart barreling through would still be effective. For larger invaders - like FBs, I think the cart may derail upon collision, dropping the magma, and serving as a pathing block. For smaller invaders, I suspect the cart would send the invaders flying back to the wall dropping them into the pit, the cart would proceed until it hit the wall, at which point it derails and spills the magma on the stunned/unconscious/dead invaders. Repeat as needed. With magma proof carts, they'd be recoverable even if they're sitting derailed in the magma, and the magma would have the added benefit of burning off all of the useless bits. Add a fortification and magmasafe retracting bridge to drain off the magma, and a 2nd magmasafe bridge to let your dwarves in to claim the goblinite.


On a haunted map or a necro invader, they'd effectively destroy the invaders preventing them from continuously coming back at you.


I think there's still a lot of potential merit in this plan, though I agree that a flying magmacloud of doom would be cooler.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 18, 2012, 09:27:25 pm
Quote
You have been encased in cooling lava.
You empty the iron minecart.
Yes, in that order.

It appears that magma-full minecarts can travel underwater or be doused with water with no change to the contents.
Dumping the contents while underwater leads to interesting results.
Title: Re: The "How Does Minecart" Thread
Post by: Eric Blank on May 18, 2012, 09:54:17 pm
Quote
You have been encased in cooling lava.
You empty the iron minecart.
Yes, in that order.

It appears that magma-full minecarts can travel underwater or be doused with water with no change to the contents.
Dumping the contents while underwater leads to interesting results.

That's a rather interesting way to die...
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 18, 2012, 10:09:26 pm
Quote
You have been encased in cooling lava.
You empty the iron minecart.
Yes, in that order.

It appears that magma-full minecarts can travel underwater or be doused with water with no change to the contents.
Dumping the contents while underwater leads to interesting results.

That's a rather interesting way to die...

From this we can infer that dwarven minecarts are the fantasy-land equivalent of tupperware on wheels. That is to say, they seal perfectly, and keep their contents hot.
Title: Re: The "How Does Minecart" Thread
Post by: se5a on May 18, 2012, 10:15:59 pm
ick, carving tracks is wonky. seems like you can only do it in a straight line.
it might figure out a curve if an open track is already there.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 18, 2012, 10:24:50 pm
I think to carve a curve, you carve a track over an existing track.
Title: Re: The "How Does Minecart" Thread
Post by: Boes on May 18, 2012, 10:30:51 pm
Does anybody have any good ideas or plans yet on how the tracks can be laid out to help the efficiency of a fort?   I have tried with little success in setting up a central distribution point and then deploying from there out to workshops and/or work sites.  I can get the carts to do what i need them to, but it doesn't seem to help much with the stockpiles,   granted it might help if i setup the routes at the work sites to dump their load, then wait for a full load of what-ever else i happen to be making before leaving.   I have modded in a large capacity mine cart as well, just so i can use the larger one going from the surface/tree farm down to the central hub.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 18, 2012, 11:29:57 pm
I don't think a rail line is suitable for the lumber yard given that trees are each so far apart, even in the thickest forests, and that they provide only a single log apiece.

Put a rail line in your quarry, and shuttle stone out to a dedicated masonry: hauling boulders instead of blocks or bars will save you many extra trips.

Since you're sending a cart out that way anyway, you might as well load it up with food and drink, to ensure your miners and haulers do not need to travel far for their breaks.
Title: Re: The "How Does Minecart" Thread
Post by: Rhaken on May 18, 2012, 11:44:05 pm
I believe I have found a neat little shotgun setup.

Three minecarts, side by side, set to fill up with ballista bolts. Ideally, once all the bugs are ironed out, you'd put these directly on deactivated rollers. At the pull of a lever, these rollers flip on, flinging the carts down the tracks and into fortifications some 3 z-levels down, spilling their contents. I built a roof 2 z-levels above the fortifications to allow the massive bolts to fly out, straight into a wide entrance hallway that invaders have to pass through to get into the fort.

Ballista bolts are sufficiently massive that they can shatter bones AND fling most living things they hit for a few tiles. Each minecart carries some 16 bolts, making it far more efficient than a traditional ballista battery - and simpler to design too! I'm currently using the spread of the ballista bolt volley to figure out where exactly to stick a backing bridge for them to smash into. Then it's time to play the waiting game - almost 3 years and the goblins still haven't shown up. :(
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 18, 2012, 11:45:05 pm
My main efficiency gains have been in the wood, charcoal, and furniture industries.  A cart runs from the forested part of the map into a tunnel where the wood is dumped down a chute to the room with the carpenter shops and charcoal furnaces (no direct path to the fort for non fliers).  Then, from that room two short tracks collect furniture and charcoal and dump it down into my quantum furniture pile and foundry rooms, respectively.  I also have a finished goods cart that dumps into the depot room (the only internal path from the depot room to the main fort goes through a usually locked hatch), and a food and cloth cart that leaves the depot room.  If I bought metal things to melt, I would also add a track for those, dumping into the foundry.  You can also add a surface track to dump meltable goblinite to the smelters, and another to dump waste goblinite into the magma.  Someone mentioned a cart that dumped reanimateable refuse into magma for automated zombie control.


I haven't found carts to be very useful for ore or stone in most situations, but I had a fort in which I had an obsidian layer that was used for all stone objects, and a track linking it to the stone shops, and I can see carts being useful for magnetite or kaolinite deposits.  Also, dwarves use wheelbarrows for moving stone to stockpiles, but not for dumping, so if you want to clear all the loose stone from an area, carts are the way to go, either for taking it to the surface/magma, or just to quantum dump it in a corner.


Overall, I have found carts to be less useful for their obvious purpose, transporting goods over a longer distance, and very very useful for automatic quantum stockpiling.


pre edit: Carts can be useful for lumber if your fortress is on a treeless mountain side, with a somewhat distant thick forest (which is my ideal embark).  It's also useful because it automatically quantum stockpiles it next to your workshops.
Title: Re: The "How Does Minecart" Thread
Post by: NW_Kohaku on May 19, 2012, 12:42:21 am
I haven't found carts to be very useful for ore or stone in most situations, but I had a fort in which I had an obsidian layer that was used for all stone objects, and a track linking it to the stone shops, and I can see carts being useful for magnetite or kaolinite deposits.  Also, dwarves use wheelbarrows for moving stone to stockpiles, but not for dumping, so if you want to clear all the loose stone from an area, carts are the way to go, either for taking it to the surface/magma, or just to quantum dump it in a corner.


Overall, I have found carts to be less useful for their obvious purpose, transporting goods over a longer distance, and very very useful for automatic quantum stockpiling.

Perhaps try using them with sand or clay and transporting those to magma kilns.  That is the obvious thing I would try to set up, especially as people have mentioned that they don't try to use stone for crafts or furniture anymore.   

One of the first things I wanted to try was to set up a chute to drop clay and sand down to magma kilns using a shutter system to try to reduce possible injuries from falling sand.  However, I then thought about how it might be better to use a full cart loop so that the goods could be transported all the way back up to surface-level dwarves on the return trip. 

It's just... I haven't gotten around to making a two-lane corkscrew track 100 z-levels tall. 
Title: Re: The "How Does Minecart" Thread
Post by: Techhead on May 19, 2012, 01:01:45 am
I'm surprised there haven't been any attempts at minecart logic yet.
Title: Re: The "How Does Minecart" Thread
Post by: Uristocrat on May 19, 2012, 01:17:52 am
One of the first things I wanted to try was to set up a chute to drop clay and sand down to magma kilns using a shutter system to try to reduce possible injuries from falling sand.  However, I then thought about how it might be better to use a full cart loop so that the goods could be transported all the way back up to surface-level dwarves on the return trip. 

It's just... I haven't gotten around to making a two-lane corkscrew track 100 z-levels tall.

Why don't you just transport a few tiles worth of magma *up* 100z and use it to place magma workshops near the surface?
Title: Re: The "How Does Minecart" Thread
Post by: The Grackle on May 19, 2012, 01:44:25 am
Have there been any accidents with drop-chutes? I like the idea of them, but with falling objects now striking creatures, I feel they're inevitable murder machines.  Your smelters will eventually get a load of magnetite dumped on their heads.  I haven't thought a good way to have  bridge appear over a worker's head while he's on quantum stock pile. Pressure plates would work if you could reverse their On and Off signals.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 19, 2012, 02:01:53 am
The way to avoid enemy horde of flying beasts down the shaft when you works on the surface:

                          Ш                       T
Upper             []                           TTT
Fortress          []     []\                 TTTT
_____________[]___[][]\====Ш_____T

_____ - floor
=== - track
[] - wall
T - tree
Ш - minecart

Just shoot the cart over the fortress wall, makes the way much safer & only then drops it down to shaft.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 19, 2012, 03:04:46 am
I'm surprised there haven't been any attempts at minecart logic yet.

No kidding. Mechanical logic memory cell. No more fussing around with pump stacks.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 19, 2012, 03:33:53 am
That will indeed work IRL.

OK. I was still thinking about simultaneous drop.

If you pick up a magma cart or pick up the magma[833] stack, fiery death ensues.

Objection! My haulers were moving magma carts pretty well just a day ago. Did Toady change this in 34.09?
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 19, 2012, 04:19:51 am
A simple repeater - inspired by the 'particle accelerator' seen above.
┌─┐. ║
^  ,  rgg
└─┘L║
where ^ is a pressure place on a loop track, r is a roller, and g's are both gear assemblies. ║ is a power source from elsewhere. L - lever toggles power to the circuit (disables gear).

Generates a pulse configurable to various speeds.
Title: Re: The "How Does Minecart" Thread
Post by: TinyPirate on May 19, 2012, 04:21:24 am
If you minecart dump onto a stockpile, the stockpile is not counted as holding the goods, right? When I was testing a minecart dump stockpile would feed workshops happily but seemed to be ignored for hauling to other pile jobs. This is handy, but makes minecart chaining (cart to dump to cart to dump) hard, correct?
Title: Re: The "How Does Minecart" Thread
Post by: NW_Kohaku on May 19, 2012, 04:55:32 am
Why don't you just transport a few tiles worth of magma *up* 100z and use it to place magma workshops near the surface?

Because that's not as fun!

What do we have minecarts for at all if we aren't going to do unnecessarily complex giant logistics circuits with them?
Title: Re: The "How Does Minecart" Thread
Post by: elcr on May 19, 2012, 05:15:10 am
Is there any way to get dwarves to always ride minecarts whenever possible, even if they aren't doing a hauling job, and even if there's nothing in the minecart? It would save a lot of time to line the halls with tracks and have dwarves simply take a cart instead of walking.
Title: Re: The "How Does Minecart" Thread
Post by: NW_Kohaku on May 19, 2012, 05:16:53 am
Have there been any accidents with drop-chutes? I like the idea of them, but with falling objects now striking creatures, I feel they're inevitable murder machines.  Your smelters will eventually get a load of magnetite dumped on their heads.  I haven't thought a good way to have  bridge appear over a worker's head while he's on quantum stock pile. Pressure plates would work if you could reverse their On and Off signals.

I've seen some designs that are based upon "one way door" approaches.  They were used to prevent vampires from getting in.

Basically...

Code: [Select]
#####
##=##
#.#.#
#^#.#
#+#+#
#.#^#
#.#.#
.....
Where # = wall,
. = Floor,
= is the dump point with a retractable bridge or hatch in the tile above it to shield the dwarf,
+ is a door,
and ^ is a pressure plate.

The idea is that when no dwarves are entering the chamber, the chute's hatch/retractable bridge is retracted so items can fall, the left door is open, and the right door is shut.  This means the dwarf coming to pick things up enters on the left, which triggers the left pressure plate.  This triggers a state switch in a distant pump, causing it to pump water onto a pressure plate that is set to activate with water on it, and trigger the shutting of the safety hatch, closing of the left door, and opening of the right door. 

When the dwarf has picked up all the junk, they will re-path, and notice that the door they came in through is shut, but the right door is open, so they will go that way, and step on the other pressure plate. This opens the floodgate (or activates the pump that drains the water back to the initial position) in that remote pressure-plate water chamber, resetting the state after the dwarf has left to initial conditions, and letting more junk fall.

Note that you can use a raised drawbridge and floodgate combo instead of doors if you make the passage stretched out a little further to save yourself trouble on making a "not" gate. 

You should also take steps to ensure no more than one dwarf will enter into this area at a time, such as making only one dwarf have burrow privileges to this dump and be a dedicated hauler to a stockpile on the other side of this chamber.
Title: Re: The "How Does Minecart" Thread
Post by: mdqp on May 19, 2012, 05:35:01 am
I have been reading this thread for a while, but I might have missed a post or two, so I apologize if this was already asked/answered, but has anyone already used minecarts to bring magma from the magma sea to the surface to create magma based workshops and furnaces? If the answer is yes, how long did it take, and was it considerably easier than putting together a pump stack or creating a small colony closer to the magma sea?
Title: Re: The "How Does Minecart" Thread
Post by: The Grackle on May 19, 2012, 05:38:53 am
Is there any way to get dwarves to always ride minecarts whenever possible, even if they aren't doing a hauling job, and even if there's nothing in the minecart? It would save a lot of time to line the halls with tracks and have dwarves simply take a cart instead of walking.
Sort of. You can set the mine cart to leave a stop in zero days even when empty. Anyone with a hauling job will jump on it and take off.  But a dwarf pathing to some other job won't use a cart to get where he's going faster. 
Title: Re: The "How Does Minecart" Thread
Post by: flieroflight on May 19, 2012, 06:07:40 am
Hmm, when levels and plates activate rollers, have a clip system where there are loaded carts in a line all on rollers bhind the main accelerator cannon, with pressure plates in the barrel area linked to the rollers.

something like

[4][3][2][1]\\\\\[][][][][][]F____p4_p3_p2_p1_________

where [] is a roller with
\ is a down ramp
f is a fortification, _ is floor
and p is pressure plate
the numbers denote which plates are linked to which rollers
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 19, 2012, 06:23:44 am
Is there any way to get dwarves to always ride minecarts whenever possible, even if they aren't doing a hauling job, and even if there's nothing in the minecart? It would save a lot of time to line the halls with tracks and have dwarves simply take a cart instead of walking.
Sort of. You can set the mine cart to leave a stop in zero days even when empty. Anyone with a hauling job will jump on it and take off.  But a dwarf pathing to some other job won't use a cart to get where he's going faster.

You can make a locked room where you move your squad, lock door & then make them "free" & set to ride minecarts. So you can load any of dorf into a minecart.

I think I misunderstand something =)
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 19, 2012, 06:54:47 am
I have been reading this thread for a while, but I might have missed a post or two, so I apologize if this was already asked/answered, but has anyone already used minecarts to bring magma from the magma sea to the surface to create magma based workshops and furnaces? If the answer is yes, how long did it take, and was it considerably easier than putting together a pump stack or creating a small colony closer to the magma sea?

I filled a small room with magma, dropped 3 minecarts in it, sealed the room from the magma sea with a small cave-in, drained it from magma and assigned the magma-filled minecarts to a small track on a surface, one by one. The track had a track stop with a dump order. All three minecarts, containing six units of magma, were without any incident transported to surface manually.
 
But:
If you pick up a magma cart or pick up the magma[833] stack, fiery death ensues.

...and I think I need to test my method again in 34.09.
Title: Re: The "How Does Minecart" Thread
Post by: mdqp on May 19, 2012, 07:33:26 am
I have been reading this thread for a while, but I might have missed a post or two, so I apologize if this was already asked/answered, but has anyone already used minecarts to bring magma from the magma sea to the surface to create magma based workshops and furnaces? If the answer is yes, how long did it take, and was it considerably easier than putting together a pump stack or creating a small colony closer to the magma sea?

I filled a small room with magma, dropped 3 minecarts in it, sealed the room from the magma sea with a small cave-in, drained it from magma and assigned the magma-filled minecarts to a small track on a surface, one by one. The track had a track stop with a dump order. All three minecarts, containing six units of magma, were without any incident transported to surface manually.
 
But:
If you pick up a magma cart or pick up the magma[833] stack, fiery death ensues.

...and I think I need to test my method again in 34.09.

I see. It sounds like it can be troublesome, but worthwhile, thanks. I'll have to do some testing myself.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 19, 2012, 10:18:36 am
...
If you pick up a magma cart or pick up the magma[833] stack, fiery death ensues.

...and I think I need to test my method again in 34.09.

I see. It sounds like it can be troublesome, but worthwhile, thanks. I'll have to do some testing myself.

Re-tested. It seems that riding a cart full of magma doesn't subject you to the temperature of the contents. Neither does standing on the same tile as the cart. Presumably guideing the cart is also safe.

Hauling the cart, by picking it up with my dwarf's right hand, causes the fat to melt off the right hand, and then other body parts. Bleeding to death soon happens.

Title: Re: The "How Does Minecart" Thread
Post by: therealmarauder on May 19, 2012, 10:24:35 am
Not that this is a rant thread,  but the way the mine carts operate is totally different from how wheelbarrows work; more than one person loads a mine cart, and they do it haphazardly, so for every stone I want to load I get someone walking 200 tiles just to get to a stone, move it ten squares, and then STOPPING AND WALKING AWAY. The mine carts ought to act like workshops - one dwarf operates it at a time, including loading it and guiding or riding it, and the dwarf keeps operating it until the mine cart has nothing left to do or the dwarf gets hungry. I would not mind having one dwarf load the mine cart if it would help clean up the horrible mess of haphazard hauling tasks.

I hope Toady gets that. The wheelbarrows and bin-hauling let one dwarf pick up a number of things consecutively, but the selection of hauling tasks needs to be fixed.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 19, 2012, 10:28:16 am
Not that this is a rant thread,  but the way the mine carts operate is totally different from how wheelbarrows work; more than one person loads a mine cart, and they do it haphazardly, so for every stone I want to load I get someone walking 200 tiles just to get to a stone, move it ten squares, and then STOPPING AND WALKING AWAY. The mine carts ought to act like workshops - one dwarf operates it at a time, including loading it and guiding or riding it, and the dwarf keeps operating it until the mine cart has nothing left to do or the dwarf gets hungry. I would not mind having one dwarf load the mine cart if it would help clean up the horrible mess of haphazard hauling tasks.

I hope Toady gets that. The wheelbarrows and bin-hauling let one dwarf pick up a number of things consecutively, but the selection of hauling tasks needs to be fixed.

Burrows?
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 19, 2012, 10:28:42 am
Hauling the cart, by picking it up with my dwarf's right hand, causes the fat to melt off the right hand, and then other body parts. Bleeding to death soon happens.

Re-tested too. My mechanic just hauled the cart all the way from magma level to surface, and she is unscratched. The cart is listed in inventory as "hauled".
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 19, 2012, 10:31:38 am
Stockpiles help.  Set a small stone stockpile for whatever stone you're digging up, and set the cart to take from stockpile.  Then dwarves will wheelbarrow stone to the pile quickly, and then move from the pile to the cart - they will NOT put items from the ground into the cart, ONLY from the stockpile.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 19, 2012, 10:38:51 am
Hauling the cart, by picking it up with my dwarf's right hand, causes the fat to melt off the right hand, and then other body parts. Bleeding to death soon happens.

Re-tested too. My mechanic just hauled the cart all the way from magma level to surface, and she is unscratched. The cart is listed in inventory as "hauled".

Then we may have proven that the implementation of carts in fort mode and in the arena (adv mode?) is slightly different.

It's good that we can take cartloads of magma from the depths to the surface, as this makes pumpstacks unnecessary for magma workshops.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 19, 2012, 10:44:11 am
Then we may have proven that the implementation of carts in fort mode and in the arena (adv mode?) is slightly different.

It's good that we can take cartloads of magma from the depths to the surface, as this makes pumpstacks unnecessary for magma workshops.

Hmm. The implementation might be similar... just... I think dwarves do not use hands when hauling something big in fortess mode. "Hauled" is just a slot for big objects, and it doesn`t actually use or touch any body parts.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 19, 2012, 11:22:19 am
A simple repeater - inspired by the 'particle accelerator' seen above.
Spoiler (click to show/hide)
Edit:Cart paths too quickly around the track. Pressure plate never turns 'off'. This can be solved by making the loop wider such that the cart takes 100 ticks to path around;
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 19, 2012, 12:00:35 pm
Some testing suggests that we could build a dwarf-powered long distance cart launcher by having a dwarf kick a heavy cart into a light cart, because the kicking appears to set the cart's velocity, while when two carts collide it appears that (one of) the moving cart(s) will stop, and the other cart assumes all momentum and gains a speed proportional to its mass. Further research is required.
Title: Re: The "How Does Minecart" Thread
Post by: GoldenShadow on May 19, 2012, 02:21:14 pm
II'm trying to figure out how to get a minecart to fill up with magma without it getting stuck and without needing power. There is no way to get any power down where I need it for rollers. I Have the cart dip through a 1 tile ramp channel. It works fine when its empty, but when it is full of magma, it gets stuck. If I pour magma onto a cart from above, does that fill it up too?
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 19, 2012, 02:32:27 pm
II'm trying to figure out how to get a minecart to fill up with magma without it getting stuck and without needing power. There is no way to get any power down where I need it for rollers. I Have the cart dip through a 1 tile ramp channel. It works fine when its empty, but when it is full of magma, it gets stuck. If I pour magma onto a cart from above, does that fill it up too?

IDK works it or not? but try to build rollers with magmasafe material in a trench where you fill up your carts. Connect this trench with magma sea. If you need power, try to connect rollers with gears from below. I think it can work. & you can build mini power plant down there.
Title: Re: The "How Does Minecart" Thread
Post by: Uristocrat on May 19, 2012, 02:35:13 pm
Why don't you just transport a few tiles worth of magma *up* 100z and use it to place magma workshops near the surface?

Because that's not as fun!

What do we have minecarts for at all if we aren't going to do unnecessarily complex giant logistics circuits with them?

So we can attack the circus with whales? :)
Title: Re: The "How Does Minecart" Thread
Post by: Heedicalking on May 19, 2012, 03:46:58 pm
how exactly do ramps work? im pushing my cart to the south but it just goes over my NS ramp?
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 19, 2012, 04:00:41 pm
Just discovered a very unpleasant fact. If there is no access to the end stop of the route (for example, the cart is supposed to fall through the pit, or move through the pressure plates controlled door, and there is no other way to the destination point), the dwarves will not ride it.
Title: Re: The "How Does Minecart" Thread
Post by: The Grackle on May 19, 2012, 04:25:00 pm
Just discovered a very unpleasant fact. If there is no access to the end stop of the route (for example, the cart is supposed to fall through the pit, or move through the pressure plates controlled door, and there is no other way to the destination point), the dwarves will not ride it.
Try just having one stop, the first one, in a route. 
Title: Re: The "How Does Minecart" Thread
Post by: GoldenShadow on May 19, 2012, 04:39:45 pm
All I needed was a single tile of magma to create an obsidian plug in an aquifer leak. I dug out a room too big and flooded it. I managed to create a track form the magma sea to the surface and dumped magma on the tile to seal it from being flooded.

Turns out, you don't even to connect the two points with tracks. Just set up a small section that you push a steel minecart into a lava channel. If it gets stuck, use a pond zone to turn it into obsidian and mine it out. the steel minecart will still be there and full of magma [833] You Then have another small track section where you want to deposit the magma and reassign the same minecart to the new spot. The dwarves will haul it by foot, which will be slow since its heavy, but it will arrive eventually.

All we need to do to create magma forges on the surface is a few iron minecarts full of magma. They hauled the minecart with magma [833] to the furniture stockpile. It seems like a quick, dirty method to get magma forges on your ore layers without expensive pump stacks or mining and labor intensive pistons.
Title: Re: The "How Does Minecart" Thread
Post by: Robotic on May 19, 2012, 05:01:02 pm
Some testing suggests that we could build a dwarf-powered long distance cart launcher by having a dwarf kick a heavy cart into a light cart, because the kicking appears to set the cart's velocity, while when two carts collide it appears that (one of) the moving cart(s) will stop, and the other cart assumes all momentum and gains a speed proportional to its mass. Further research is required.

In fortress mode, I used a 5z downward ramp to a 3 space flat area then a two tile upward track, and platinum 856w vs featherwood 4w minecarts.  I had the dwarves ride them and push them. 

A platinum cart colliding with another platinum cart travels equally as far as a platinum cart colliding with a featherwood cart. 13 squares.

A featherwood cart hitting a platinum cart doesn't move it very far if at all.

Two featherwood carts hitting each other go the same distance.  13 squares.  Two platinum carts hitting each other go the same distance.  It also seems like once I'd hit a platinum cart into a ramp if it were assigned to a stop it wouldn't always get taken back to a stockpile thus causing a traffic jam at the end of the ramp if the dwarves were grabbing and re-tracking the carts too fast.

Am I missing something about "kicking" them?

how exactly do ramps work? im pushing my cart to the south but it just goes over my NS ramp?

The ramps describe the directions in which they go.  A NS ramp both ramps the north and south of the tile, thus creating a U shape \/ in that tile.  So You'd want a north ramp if going north and up from the south part of the tile, South if going north and down.
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 19, 2012, 05:05:07 pm
Try just having one stop, the first one, in a route.

This will work, but I need the cart to be returned.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 19, 2012, 05:13:57 pm
...If I pour magma onto a cart from above, does that fill it up too?

Yes. Dropping a blob of fluid magma on top of a cart will fill it. You could make a filling station deep below where carts have magma added, and then magma-safe rollers move the carts to a spot where dwarves can take over if necessary. This will cause minor magma spillage on the floor since the track at the filling station is flat.
Title: Re: The "How Does Minecart" Thread
Post by: The Grackle on May 19, 2012, 05:28:43 pm
Here are two ideas I'm still testing. Probably pretty obvious to you guys, but I'll post 'em anyway...

So, loops are easier to use, but they take a lot of floor space, which is a pain if your fort is cramped, or if you're moving stuff from distant points (ore mining) to a central hub.  Then, keeping a route on one line is better.  The simplest way to do this is to have a dwarf kick the cart, but then you have to wait for some lazy dwarf to actually walk over there and do it.  Thus, the auto-returner.  They take a chunk a space at the end-of-the-line, and machinery, but will--ideally--save space and time.

The EXCLAMATION POINT RETURNER:
Code: [Select]
Example A:             ☼
O╞═ ≡ ═══■══^════════╢╢╢╢O

[s]Example B: bugged
In Ex. A, the pressure plate is a little less than 100 ticks before the rollers; it turns them OFF, then flicks them back ON after the cart reaches the end. This allows the cart to get all the way to the wall, and get powered by ALL the rollers instead of just the first one.  (Although, you have to make sure the cart doesn't hit the wall and bounce out past the rollers before they even trigger.)  In Ex. B, the end roller is always on, and the other roller is connected to the pressure plate/gear assembly; it turns them ON then resets them to OFF after the cart is sent away.  B is easier to time than A, but takes more gears,parts,and power.

THE QUESTION MARK RETURNER:
Code: [Select]
Example C:
O╞═ ≡ ═══■══════╗ . ═╢╢╢╢╢╢╢╗
                ╚═══════════╝
This returner doesn't need pressure plates.  If there isn't enough power in the rollers, the cart won't shoot the gap, and it will just fall in the hole.  Probably suitable for a really long or windy track, or if you just love things going at maximum speed. 
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 19, 2012, 05:38:49 pm
If your minecart are stuck in magma like
___        ___
     \_Ш_/
You can hit it out by another one minecart
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 19, 2012, 05:45:22 pm
Just discovered a very unpleasant fact. If there is no access to the end stop of the route (for example, the cart is supposed to fall through the pit, or move through the pressure plates controlled door, and there is no other way to the destination point), the dwarves will not ride it.
Try just having one stop, the first one, in a route.
This will work, but I need the cart to be returned.

Do you want:
a) the dwarf to get off the cart at the far end, and an empty cart is returned.
b) the same dwarf to stay on the cart and be returned.
c) same as (a), except that a different dwarf can use the cart to return.

The first one might be possible by having the cart dump the dwarf (does this work?) and continue moving to return to the start.
The second one is easy, but kind of pointless.
I suspect that you want something like the third option, in which case it probably requires more than one stop.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 19, 2012, 07:31:02 pm
Possible way to fill carts with magma:

1. A cart goes down a 1x1 hall and stops when it hits a closed door placed over engraved track. The cart is now resting on unpowered rollers. The cart hit a pressure plate on the way in, triggering a timed sequence.
2. A pump puts magma into the cart's tile, and another pump sucks up the magma on the ground, leaving the cart full.
3. The door is opened and the rollers powered, sending the cart on its way.
4. Device resets for the cart to return.
Title: Re: The "How Does Minecart" Thread
Post by: Girlinhat on May 19, 2012, 08:04:15 pm
Code: [Select]
~~~~~
##p##
##P##
=D>D=
##p##
##P##
To expand upon Da Vinci's idea.  Sounds good to me.  Basically put the cart on rollers in an airlock.  Flood it, dry it, open it.
Title: Re: The "How Does Minecart" Thread
Post by: Linenoise02 on May 19, 2012, 08:25:28 pm
If your minecart are stuck in magma like
___        ___
     \_Ш_/
You can hit it out by another one minecart

Hm, so set up a newton's cradle to get the magma out?  First minecart gets stuck, but fills with magma.  Second minecart bumps the first one out, but get stuck itself - and filled with magma.  Rollers at the top to get the first minecart moving down the track again.  Repeat as needed?
Title: Re: The "How Does Minecart" Thread
Post by: iceball3 on May 19, 2012, 11:13:31 pm
If your minecart are stuck in magma like
___        ___
     \_Ш_/
You can hit it out by another one minecart

Hm, so set up a newton's cradle to get the magma out?  First minecart gets stuck, but fills with magma.  Second minecart bumps the first one out, but get stuck itself - and filled with magma.  Rollers at the top to get the first minecart moving down the track again.  Repeat as needed?
Can't the rollers be pre built and powered by lavaproof mechanisms before being flooded with lava, as so no minecart gets stuck ever?
Title: Re: The "How Does Minecart" Thread
Post by: webber on May 20, 2012, 02:48:34 am
Do you want:
a) the dwarf to get off the cart at the far end, and an empty cart is returned.
b) the same dwarf to stay on the cart and be returned.
c) same as (a), except that a different dwarf can use the cart to return.

The first one might be possible by having the cart dump the dwarf (does this work?) and continue moving to return to the start.
The second one is easy, but kind of pointless.
I suspect that you want something like the third option, in which case it probably requires more than one stop.

The answer is A), but dwarves cannot be dumped.
I`m designing something like Maxwell's demon - two rooms are connected with tracks, and inhabitants of the first room must be transported to the second without letting them to return. Presence of any pedestrian access between said rooms annihilates the idea, but without this access dvarves refuse to ride when I use 2 stops. And when I use 1 stop, the cart cannot be returned to the start for next rider.
Title: Re: The "How Does Minecart" Thread
Post by: FluidDynamite on May 20, 2012, 03:17:42 am
This was a couple pages back, but I'd like to confirm that a 3z ramp drop into a fortification is enough to create the shotgun effect, using wooden minecarts.

I'd like to point out a very interesting thing that happened, when I tried using zinc minecarts instead (Filled with blocks.) Instead of colliding with the fortification and spewing out its contents, the zinc minecart went flying through the fortification, and ran over three dwarven children and a baby llama. One of the dwarven children flew about ten blocks away and slammed into a tree. As for the baby llama, I'd like to share this little gem from the logs:

Code: [Select]
The Dwarven Child jumps out of the Stray Baby Llama's flight path!
The Ghostly Marksdwarf jumps out of the Stray Baby Llama's flight path!

So basically, instead of a shotgun I accidentally made a... Supercharged ballista?

EDIT: Successfully managed to rerail the flying zinc minecart into making a U-turn, for twice the carnage. Also, there is now a dwarven child stuck in a fortification tile. Currently contemplating whether I should just leave him there.

EDIT2: Wow. Baby Llama actually managed to hit the ghost this time.

Code: [Select]
The Stray Baby Llama slams into the Ghostly Wrestler!
The Stray Baby Llama slams into the Dwarven Child!
The Stray Baby Llama slams into the Dwarven Child!
The Stray Baby Llama slams into an obstacle!
The Stray Baby Llama is no longer stunned.
The Stray Baby Llama stands up.

FINALEDIT: It's not due to zinc or wooden minecarts, I just missed a track section so the minecart derailed 3-z levels off the ground.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 20, 2012, 04:16:03 am
So basically, instead of a shotgun I accidentally made a... Supercharged ballista?

Are you sure that you build a fortification at 1 tile far from the ramp? This thing happens when you are build a ramp & fortification at the related tiles.
Like this ___                       ___
                 \_F - Shotgun         \F - "Balista"
Title: Re: The "How Does Minecart" Thread
Post by: FluidDynamite on May 20, 2012, 04:46:26 am
Are you sure that you build a fortification at 1 tile far from the ramp? This thing happens when you are build a ramp & fortification at the related tiles.
Like this ___                       ___
                 \_F - Shotgun         \F - "Balista"

Hmm, it's really quite weird right now. I've tested again with wooden minecarts and they flew through the fortification as well. I've got a working shotgun elsewhere on the map using the same schematics as this one (and yours), the only difference I can think of between them is that I made 8 of these closely packed in a row and used hatches to drop the minecarts onto rollers, before going into the "shotgun" part.

I've heard that rollers right next to each other are a bit buggy right now, might be related to that.

EDIT: Pffft. Mystery solved. I missed a track section, so the cart wasn't even going down the ramp all this time.
Title: Re: The "How Does Minecart" Thread
Post by: Dutchling on May 20, 2012, 06:04:04 am
So I made a minecart track between my carpenter workshop and my wood stockpile. I then set up the track orders and my dwarves started to fill the minecart with wood.

After that, he picked up the full minecart and moved it to its destination.

Waitwut?
Title: Re: The "How Does Minecart" Thread
Post by: flieroflight on May 20, 2012, 06:34:48 am
So basically, instead of a shotgun I accidentally made a... Supercharged ballista?

Are you sure that you build a fortification at 1 tile far from the ramp? This thing happens when you are build a ramp & fortification at the related tiles.
Like this ___                       ___
                 \_F - Shotgun         \F - "Balista"

Excellent, so the difference between ramp operated cannons and shotguns has been defined
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 20, 2012, 06:36:12 am
1)

I wanted to making drop shaft to return the minecart after it had "shotgunned" so -
___ 
     \                 _ - track
      \                [] - shaft
       \  F___       F - fortification
        []             < - rollers
        []
____<<

Resulr: The minecart just fly over fortification without been "shotgunned" & fly far away.

2)
___ 
     \                 _ - track
      \                [] - shaft
       \HF___       F - fortification
        []             < - rollers
        []             H - hutch cover
____<<
This is the same construction but with the hutch covered shaft (hutch are opened).
Result: The minecart just fly over fortification but with "shotgun" & stops next behind fortification.
When hutch are closed it works like standard shotgun. Minecart are just stops on hutch.

3)

So, this construction could work (shaft are next behind fortification) -
___ 
     \                 _ - track
      \                [] - shaft
       \HF  __       F - fortification
           []         < - rollers
           []         H - opened hutch
______<<

I need to try one more thing...

ADDED:

4)

This construction doesn't works properly.
___ 
     \                 _ - track
      \                [] - shaft
       \PFH__       F - fortification
           []         < - rollers
           []         P - pressure plate linked with H - hutch
______<<

Minecart are "shotguned" & stops on pressure plate. 

ADDED: The interesting thing I have find: my dorf fall down to slip when he's been on tile with the lever & when the next dorf are pulls the lever, the first dorf are awakes =) To wake up a dorf you just need to update the tile where dorf are located (dump item, for example on him. I think it should work).

ADDED:

5)
___ 
     \                      _ - track
      \                     [] - shaft
       \PH1FH2__       F - fortification
               []           < - rollers
               []           P - pressure plate linked with H2 - hutch
________<<            H1 - opened hutch

This doesn't work too. The minecart are jumps over H1 & H2, hits the wall & "shotgunned".

The opened hutch/channel works like jumper for the minecart.

EDITED!!!

1)(http://img528.imageshack.us/img528/686/29569983.png) 2)(http://img341.imageshack.us/img341/1052/59339036.png)
1 - the standard shotgun. 2 - test variance 5.
At the second image you can see how works FIFTH example. The minecart hits the wall & "shotgunned".

The difference between standard shotgun & the "fifth test" are:
standard - minecart hits the fortification & shotgunned at 7 tiles far from fortification.
fifth test - the minecart jumps over fortification, hits the wall & shotgunned at 6 tiles far from wall.
at the fifth var you don't need to build things as you see at example. It works like:

___ 
     \                               _ - track
      \                             [] - shaft
       \_   F ____X__         F - fortification
          []                     < - rollers
                                  X - wall
   
When we added the wall we can shoot farther (need to test how far can we do it).

ADDED: lol, the minecart shotgun works without a fortification, you can use the wall instead =)
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 20, 2012, 09:34:33 am
This is the scheme of the long-range shotgun:
(http://img821.imageshack.us/img821/4419/25048154.png)
==
    \
     \
      \  F______13______  W_
       []                        []

= - track
\ - ramp
[] - channel
F - fortification
_13_ - 13 tiles of ground
W - wall

& now we have a shotgun which soot at distance from 20 tiles (first contact with ground) for 42 tiles (the last block drop) О_О !!!!!!
I think you can increase this range by move this construction higher from ground =)

BTW: only this jumper works - __          ,NOT THIS - __
                                             \  F_                        \F_
                                              []
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 20, 2012, 10:04:52 am
Minecart are "shotguned" & stops on pressure plate. (IDK BUG it or not, but hutch didn't opens when the minecart stops on it =/ Maybe because of shotgun effect? The game aren't check other events after it?)

I solve it. The problem was in the pressure plate which are was on the ground but not on the track. When the pressure plate on the ground & if it set by minecart activation it hasn't do it. For the minecart activation the pressure plate must be on the track!!!
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 20, 2012, 10:22:42 am
Do you want:
a) the dwarf to get off the cart at the far end, and an empty cart is returned.
...
The first one might be possible by having the cart dump the dwarf (does this work?) and continue moving to return to the start.
...

The answer is A), but dwarves cannot be dumped.
I`m designing something like Maxwell's demon - two rooms are connected with tracks, and inhabitants of the first room must be transported to the second without letting them to return. Presence of any pedestrian access between said rooms annihilates the idea, but without this access dvarves refuse to ride when I use 2 stops. And when I use 1 stop, the cart cannot be returned to the start for next rider.

Does the dwarf leave the cart predictably after it has arrived in the second area?

Have the cart come to a halt on a floor hatch in the second area. The dwarf leaves, and then the cart is dropped through the hatch and onto a set of rollers. The rollers push the cart back along a parallel track underneath the main track and to the start location.

The only danger in this idea is in the timing, that a dwarf might be on the hatch when it opens.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 20, 2012, 10:34:32 am
(http://img221.imageshack.us/img221/3234/70420747e.png)
This thing will shoot your minecart in space О_О
This is the fastest way to transport & speed up your minecart.
The difference between this construction & the previous is fortification instead the wall.
Another cool thing of this construction are: Now you can set the shooting distance with the bridges which you can place at the (line of fire) minecart flying path to activate shotgun when you want it by raising the bridges!!!

HAVE FUN! =)

ADDED:
NOOOOOOOOOOOOOOOOOOOOOOOOOO!!!
It doesn't work! I can't shotgunned a minecart with the bridge =(
Need to test some more...

ADDED:
It doesn't working with hatch covers either...
Walls aren't working. Wall grates are works like fortifications.

ADDED:
The thing is: If the minecart are jumped once with jumper it can be shotgunned next, but if the minecart are jumped twice or more it didn't shotgunned ever =(
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 20, 2012, 01:04:58 pm
This is working construction which increasing the shooting range of the shotgun -

==
    \
     \
      \  F______13______  X=
       []                        []   \
                                        \
                                         \  F______13______  X=
                                          []                        []    \          etc.
                                     

= - track
\ - ramp
[] - channel
F - fortification
_13_ - tiles of ground
X - floodgate

I'm dumb...
==
    \
     \
      \  F=====//======X
       []           
This works excellent at really long distances!

==
    \
     \
      \=====//======X
It's even doesn't need a jumper...                 
Title: Re: The "How Does Minecart" Thread
Post by: blue sam3 on May 20, 2012, 01:17:59 pm
Do you want:
a) the dwarf to get off the cart at the far end, and an empty cart is returned.
b) the same dwarf to stay on the cart and be returned.
c) same as (a), except that a different dwarf can use the cart to return.

The first one might be possible by having the cart dump the dwarf (does this work?) and continue moving to return to the start.
The second one is easy, but kind of pointless.
I suspect that you want something like the third option, in which case it probably requires more than one stop.

The answer is A), but dwarves cannot be dumped.
I`m designing something like Maxwell's demon - two rooms are connected with tracks, and inhabitants of the first room must be transported to the second without letting them to return. Presence of any pedestrian access between said rooms annihilates the idea, but without this access dvarves refuse to ride when I use 2 stops. And when I use 1 stop, the cart cannot be returned to the start for next rider.

Put a corridor between them that seals itself (as in, pressure plates at either end that seal the middle with a bridge or something). That way, the dwarves will use the minecarts (as there is technically access), but wont be able to actually walk through. You might get a bit of job cancellation spam, but strategic use of burrows should prevent most of that.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 20, 2012, 01:58:05 pm
What if instead of a fortification you put in a retracting wall grate? Can you build that on top of the track? (I think so)


Then you might be able hook up pressure plates for the gobbos to step on that would automatically set the distance needed by extending/retracting the grates. You need to invert the signal, unfortunately, as the plate will retract, not extend the grate, but that might be solvable. Start out with all of the wall grates retracted for maximum distance, and as they advance, the last grate extends shortening the shooting distance, etc.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 20, 2012, 02:13:58 pm
What if instead of a fortification you put in a retracting wall grate? Can you build that on top of the track? (I think so)

Yes, we can build floodgates & wall grates on top the track & they both works the same way.
We can improve it with a minecart storage to shoot minecarts next to each other.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 20, 2012, 03:17:05 pm
Ok, I'm building a minecart testing fortress for my next embark so I at least have a notion of what I can and can't do.


I have two rooms connected by a track which forms a big oval - 10 tiles between rooms. They send the cart back and forth reliably. They load the cart from the designated stockpile in room 1 reliably. But I cannot get them to unload the cart in room 2 to the designated stockpile.


In room 2, the hauling rule is pretty simple - give to stockpile, push the cart after 7 days. That's it. I confirmed the stockpile is correct and that the stockpile can receive the items. I can run a take order between the two stockpiles without trouble. But no jobs get generated if it's just the cart.


Thoughts?


I do have a working minecart airlock for non-building destroyers that works very well. I'll be working on the building destroyer one in a bit.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 20, 2012, 04:20:37 pm
Cart-based power-to-signal converter
Code: [Select]
cross-section:

______
═...^▲
█▲≡▲██


▲ are E/W (or N/S) ramps,
≡ is a roller, highest power, facing right
^ is pressure plate. Will remain on so long as power is on.
= is a rail, used only to push a cart into the system. Cart is then forbidden to prevent dorfs from picking up moving vehicles.
Power input is on the lower level, beside the roller. Rollers can not be powered from above.

Please note that this disproves the going theory that E/W (N/S) ramps are 'U'-shaped.
The design might also depend on their being a roof over top - but not necessarily. It seems doubtful that rollers, at this stage, provide enough impulse to ascend two ramps.

Designed to replace fluid-logic equivalent (http://dwarffortresswiki.org/index.php/DF2012:Pre-Toggled_Mechanical_Logic#Power_to_signal_converter)
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 20, 2012, 04:57:41 pm
Figured out the hauling issue.


Each stop on the hauling route allows you to set what the cart desires and what the cart wants to keep. The screens look exactly like the stockpile screens, so I confused them with the stockpile screen, and set the stop where the dwarves were supposed to remove the gabbro to the same settings as the stockpile which receives gabbro. Instead of causing gabbro to be hauled to the stockpile, it caused the cart to want to keep the gabbro. On the load stop, that 'mistake' is what caused it to work. On the unload stop that mistake is what caused it to fail.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 20, 2012, 06:51:53 pm
...
it appears the more power you put into the rollers, the faster they will roll! I just watched as a dwarf calmly pushed a cart on the left hand rail, that one requires 29 power, but is being supplied with 40, 11 excess power. the cart shot off the rail with enough force to cause the dwarf it hit to fly over the moat and detonate upon impact with the wall beyond!the cart is now lodged in the fortifications on the other side of the moat. good lord, THE POWER!!

Quote from another thread, but worth takeing a look at. Anyone have a mega-water-reactor with thousands of power units handy?
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 20, 2012, 07:08:14 pm
Quote from another thread, but worth takeing a look at. Anyone have a mega-water-reactor with thousands of power units handy?


Now that I have a minecart testing fortress, I might be able to come up with something… There's a nice long stretch of river just screaming for 30 waterwheels to be attached.
Title: Re: The "How Does Minecart" Thread
Post by: The Grackle on May 20, 2012, 11:47:08 pm
...
it appears the more power you put into the rollers, the faster they will roll! I just watched as a dwarf calmly pushed a cart on the left hand rail, that one requires 29 power, but is being supplied with 40, 11 excess power. the cart shot off the rail with enough force to cause the dwarf it hit to fly over the moat and detonate upon impact with the wall beyond!the cart is now lodged in the fortifications on the other side of the moat. good lord, THE POWER!!

Quote from another thread, but worth takeing a look at. Anyone have a mega-water-reactor with thousands of power units handy?

I've got about 10k power, but... I don't know what to compare it to.  I've never used windmills.  Three rollers can get a cart up several stories and around bends, but that seems normal. They'll even launch into the air without roofs over the ramps, but only a few z levels, not like to the stratosphere.  I can rig up a quick test, but I am skeptical of this claim.  Especially from someone who thinks 11 extra urists needs all caps and two exclamation points.

----
results:
one roller, one ramp, one cart weighing 24 urists
96/100 power= a small arc of about 5 tiles, then the cart rolls to about 70 tiles away
1581/10900 power = the same
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 21, 2012, 01:06:50 am
There's really no such thing as 'extra' power. The rollers are either powered or they aren't. But my testing fortress continues to expand. I'm walling it in now that I'm getting real attackers, but the 10z high ramp is sending copper carts zooming across the 5x5 embark. I have 180 tiles of straight track, and the cart moves in excess of one tile per tick just from the push and the ramp. It then travels another 50 tiles across grass at 1 tile per tick before hitting the wall.

I had one of my farmers ride the cart this last time. The cart struck the wall at the usual speed, and sent the farmer flying over the wall until he hit the edge of the map. The cart gave him a compound fracture of the leg, and the collision with the edge of the map gave him 4 more compound fractures and a variety of other lesser injuries.

The airlock works well. It's very simple:

= track
H hatch
P pressure plate
D door

Code: [Select]
=HPD=
The hatch is over a pit, the pressure plate triggers on any cart, and is hooked to both the door and the hatch. There are walls along both sides. Because doors and hatches trigger instantly, the cart sails through and at no point can a non-building destroyer path through, unless they're a flier. Even in the case of a flier, a 15 long  track with the door at the end should prevent almost anything from pathing through. It'd need to be at the end of the tunnel, path instantly, and move 6 tiles per tick before the door shuts. Building destroyers can still path through, however. I'll work on a variation using drawbridges, but it'll need a fair bit of distance to deal with the 100 tick delay on trigger. We'll need to experiment with how to regulate the carts speed.

Update:

The speed I'm getting off the bottom of the ramp is pretty reliably 10 tiles in 9 ticks. I added 10 rollers to the bottom of the ramp, and I'm still getting 10 tiles in 9 ticks off the end of the rollers. It definitely looks like a rocketsled shooting across the map.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 21, 2012, 12:01:38 pm
I extended the track the full 240 tiles across the map. 9 are ramp. The rollers are off. At the end I built the following construction:

Code: [Select]
<<<   
Code: [Select]
v ^   
Code: [Select]
>>^===
The track turns north, loops counter-clockwise and exits back along the track without connecting, with walls keeping the cart on the track.

Pass 1: The cart exits the ramp and travels 108 tiles in 100 ticks, crosses the map, jumps the track and takes the loop clockwise, and travels 7 tiles back up the ramp before starting pass 2
Pass 2: The cart exits the ramp and travels 91 tiles in 100 ticks, jumps the track and again takes the loop clockwise, and travels 5 tiles back up the ramp.
Pass 3: The cart exits the ramp and travels 79 tiles in 100 ticks, jumps the track and again takes the loop clockwise, and travels 3 tiles back up the ramp.
Pass 4: The cart exits the ramp and travels 63 tiles in 100 ticks, jumps the track and again takes the loop clockwise, and travels 1 tile back up the ramp.
Pass 5: The cart exits the ramp and travels 47 tiles in 100 ticks does NOT jump the track and properly takes the loop counter-clockwise, and travels 0 tiles back up the ramp (but still bounces back).
Pass 6: The cart exits the ramp and travels 26 tiles in 100 ticks and travels a total of 303 tiles, including the loop properly before coming to a stop.

The track is 214 tiles long from the bottom of the ramp to the turn into the loop. The loop is 4 turns and 4 straight tracks. End-to-end, excluding ramp, it is 436 tiles.

From initial push, the cart travels 2524 tiles in total, including the runs up and back down the ramp. 24 of those tiles are turns, 2500 are straight track. Speed losses per run:

Run 1: 17 tiles/100 ticks
Run 2: 12 tiles/100 ticks
Run 3: 16 tiles/100 ticks
Run 4: 16 tiles/100 ticks
Run 5: 21 tiles/100 ticks
Run 6: >21 tiles/100 ticks as the cart fails to return to the bottom of the ramp.

It's possible Run 2 was mismeasured. I'll repeat the experiment later, but the tile the cart ends on has been the same for each run - I did this about 20x before I got everything right, and got runs where I didn't get a pause/recenter in the middle of the effort. It's very reliable WRT distance. I got the same distance when the rollers were activated, so I believe the 9z ramp gets the cart to maximum velocity (a shorter ramp may as well, not tested here).

I chose 100 ticks because it's a reasonable period of time to get a measurement with a minimum amount of rounding error. It's also the duration for a pressure plate to signal a drawbridge, so it's a useful measure in that way. For example, if you're going for maximum velocity and want to trigger a bridge to lower, you'll need somewhere in the neighborhood of 110 tiles between the pressure plate and the drawbridge to keep the cart from slamming into the bridge.

Some theories:

1) Toady intended the max cart speed to be 1 tile per tick, but there's a bug causing the cart to exceed this value. I've done some programming along these lines, and dealing with cases where objects travel farther than your sample rate is a lot harder than when objects are limited to your sample rate. I suspect this will be changed, and cart max speed lowered in a future update because of 2) below.
2) Because carts can travel more than 1 tile per tick, we get 'tunneling'. I've had the cart fly through a solid wall several times, and strike another solid wall. I believe what's happening is that each tick the game determines any 'leading' interactions (like a dwarf steps in front of the cart) resolves those, takes the speed of the cart, reduces it through friction, calculates where the next position of the cart should be looks ahead to that position, and determines if there's a wall or other 'trailing' interaction that should prevent the cart from going to that position. If there isn't, it advances the cart. If there is, it deals with that accordingly. In the case where the cart is going more than one tile per tick, it's possible that the current position is one tile short of a wall and the next position is one tile past the wall and the game never sees the wall, because it doesn't bother to check if those positions are >1 tile apart and check the intermediate positions because it assumes a 1 tile per tick max speed. Whether the cart tunnels is purely a rounding error. Move the wall one tile closer or farther and it won't tunnel. I'm going to test this with floodgates on levers.
3) The internal calculations for speed and position are more accurate than the display. If it wasn't, the speed/distance would be quickly clamped to integers. It's not. If my measurements above are correct, there is a rounding error still that is apparent. You'd expect the distance/time falloff to be more predictable - linear, geometric, etc. but it doesn't seem to be exactly either. And we're not off by one tile here or there, but several. I'm using a script that pushes the one-step button exactly 100 times, so I've taken counting out of the equation in this. I'll redo this and see if anything changes, in the event that I mismeasured, etc.
Title: Re: The "How Does Minecart" Thread
Post by: Nyotor Lizardhammers on May 21, 2012, 01:25:11 pm
All this minecart talk and I still can't figure out how to make tracks connect. I've been messing with this one constructed ramp ALL DAY and still can't get these goddamn routes to connect.

How the hell are you people doing it?
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on May 21, 2012, 02:50:28 pm
Has anyone tried shotgunning magma-filled minecarts yet? :D
Title: Re: The "How Does Minecart" Thread
Post by: Crashmaster on May 21, 2012, 02:52:06 pm
Not yet into minecart, question though: is there a way to get enemies into/ to ride carts? Can you load cages into carts? What happens when an enemy (or dwarf) is dropped onto a stopped (or moving) cart?
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 21, 2012, 03:36:05 pm
All this minecart talk and I still can't figure out how to make tracks connect. I've been messing with this one constructed ramp ALL DAY and still can't get these goddamn routes to connect.

How the hell are you people doing it?

The most important thing to note is that the NSEW describes the 'exits' from a tile. A NS track will move your cart north or south. A 'N' track will move your cart only north. Unless you have enough power to derail the cart entirely and continue south. Ramps it would seem follow the same logic - though the behaviour of cart on turning ramps (ie. NE, SW) is still unknown. There are peculiarities. It also takes a good deal of energy to climb z-levels. Get your routes down pat with 'guide' orders first, before attempting to automate. It is extremely dangerous to let carts run off on their own. You have been warned.

Has anyone tried shotgunning magma-filled minecarts yet? :D
The results are reportedly disappointing.

Not yet into minecart, question though: is there a way to get enemies into/ to ride carts? Can you load cages into carts? What happens when an enemy (or dwarf) is dropped onto a stopped (or moving) cart?
As yet unknown.

I extended the track the full 240 tiles across the map. 9 are ramp. The rollers are off. At the end I built the following construction:
Not sure what you built there exactly, Martin, but it sounds like you're getting some really solid data. Good compromise on measurements, too. Any idea how much friction is caused by the track jump as opposed to simply travelling the loop? Can you graph the velocity deceleration curve for straight tracks? How much do turns slow a cart down?
Title: Re: The "How Does Minecart" Thread
Post by: The Grackle on May 21, 2012, 04:12:14 pm
All this minecart talk and I still can't figure out how to make tracks connect. I've been messing with this one constructed ramp ALL DAY and still can't get these goddamn routes to connect.

How the hell are you people doing it?

If the cart is going up a ramp, it might need a ceiling overhead.  Took me awhile to figure out why one of my routes wasn't working, then I realized the cart was hopping up, hitting a wall, and falling back on the track, although it looked like was just stopping for no reason.   
Title: Re: The "How Does Minecart" Thread
Post by: GoldenShadow on May 21, 2012, 04:31:10 pm
you can build weapon traps over tracks and they won't impede minecart movement. I still have problem with kobold thieves using them as express tunnels to the inside of the fort. But I am using guide mode for safety and reliability. Once carts are flying through at 60mph, it shouldn't be a problem.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 21, 2012, 05:47:35 pm
Has anyone tried shotgunning magma-filled minecarts yet? :D
Yes, earlier in this very thread: http://www.bay12forums.com/smf/index.php?topic=109460.msg3296000#msg3296000
Not all of the useful information will be in the first post or last page.

Not yet into minecart, question though: is there a way to get enemies into/ to ride carts? Can you load cages into carts? What happens when an enemy (or dwarf) is dropped onto a stopped (or moving) cart?

Enemies into carts: no, not like you are thinking.
Cages into carts: yes.
Creature dropped onto moving/stopped cart: the creature collides with the cart and is injured. Yes, falling 1z onto a stationary cart apparently can hurt, when falling 1z onto the floor would only stun you.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 21, 2012, 06:36:59 pm
I've pretty effectively weaponized the cyclotron. It's slightly fussy, however, in that you have to work hard to make sure your dwarves don't go running through it. The design is like this:

X Wall
= Track
^v Rollers moving north/south
P Power source
. open pit
G Gear assembly

Code: [Select]
XXXXX XXXXXXX
X=====.=====X
X=XXXXX XXX=X
X^GPX   XPFvX
X=XXX XXXXX=X
X=====.=====X
XXXXXXX XXXXX

The cart goes clockwise. The cart gets added from a spur 1z level up moving south and drops onto the righthand roller which speeds it further along. The cart can jump the pits just fine. Invaders approach from the south entrance and are forced by the pit to go around the east section of track counterclockwise, through the crossover, and along the west section clockwise before emerging from the opening to the north. Cage traps in the corners would work best if the cart can only stun a MB, with traps along the track and probably in the crossover for sieges.

The gear assembly bridges the power source to the rollers and is hooked to a lever so you can unpower the whole thing. The cart will roll and eventually fall into the pit, all of which are connected and accessible from within the fort so you can retrieve the minecart and whatever casualties fall in there.

Its very effective. It's so far killed 2 kobolds, 3 children, and a number of pets. The kids and pets have a habit of pathing in there trying to follow their parents/owners. It will also obliterate every trade representative unless you give them an alternate, safer route. I have the trade depot outside of the cyclotron, airlocked via bridges. I'll probably add a pressure plate/hatch deal on the approach from the interior of the fort to stop any dwarves from wandering in there accidentally.



I'm pretty sure that a much longer track would allow for an infinite path entrance. Basically you use the switching/track jumping ability of the cart, along with pressure plates and drawbridges/floodgates to continually route the cart in a figure eight (imagine two crossovers to my design above). Each half circuit flips the path from the outside to the inside of the fortress to a different route. It's constantly pathable, but the path changes every 100-200 ticks as the cart hits new pressure plates. Basically, there's always a path, but you can never reach the end of it - and there's a minecart whizzing toward you the entire time.
Title: Re: The "How Does Minecart" Thread
Post by: osmo on May 21, 2012, 06:50:20 pm
1) Toady intended the max cart speed to be 1 tile per tick, but there's a bug causing the cart to exceed this value. I've done some programming along these lines, and dealing with cases where objects travel farther than your sample rate is a lot harder than when objects are limited to your sample rate. I suspect this will be changed, and cart max speed lowered in a future update because of 2) below.
Well, I built a circular track for testing purposes and for future use as a repeater. It is exactly 50 tiles in circumference and has a 10-tile roller on one side. I intended for this to reach the maximum minecart speed possible. This ought to work, as the minecart will be accelerated on each pass-through until the maximum is reached, unless the acceleration provided by the rollers is insufficient to compensate for the friction loss of a single pass, in which case the cart should become progressively slower and eventually grind to a halt. It seems to work as intended, and equilibrates at a remarkably constant 103-104 ticks per full turn. I've measured this by dotting manually but have got very good control over this, as I also have a pressure plate tied to both a bridge and a spike for testing purposes. As expected, the bridge changes state just before the minecart passes the pressure plate.
From this I concluded that the maximum reciprocal speed for minecarts is likely 2 ticks per tile. I attribute the extra ticks through losses during a single turn, as acceleration is only provided by rollers on one side of the loop. It might be that carts can gain greater speeds when descending ramps than through rollers, the latter ceasing to have an effect at lower levels. It could also be a case of 'Dwarven Physics'. But I've got pretty good confidence in that 2 tick/tile number.

What kind of script did you use for your 100 steps, by the way? I've been trying similar things with the in-game macro system, using D_ONESTEP, and couldn't get it to work with any degree of reliability. If I use the standard 15 ms value for macro steps in the init file, it just eats a large proportion of the intended steps - my framerate is terrible in my present fort that I've been trying things in, and presumably one would need at least 67FPS for that 15 ms to work, as it doesn't look like the game is queuing the step commands up. If I increase it to a bigger value, the game puts extra ticks in after each step while the script is running, so it really runs for much longer than intended. I also tried putting a pause in after each tick, to no avail. Is there some kind of trick or did you use an external tool?
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 21, 2012, 07:20:36 pm
I wrote an AppleScript to send the key press 100 times with a 1/10 sec pause in between.


Another possibility here is an obliterator coil. A loop with two lengths 100 tiles long that invaders need to navigate and a pressure plate on each pass lowers ten 10-wide drawbridges onto the opposite track. FBs would still need to be dealt with by the cart, but everything else would be destroyed, no cleanup needed.


I think I'll try the infinite entrance.
Title: Re: The "How Does Minecart" Thread
Post by: Nyotor Lizardhammers on May 21, 2012, 10:00:06 pm
Finally figured some important track-related nonsense out, decided to add what I figured out the the wiki earlier today. Stuff I would have thught would have been in there earlier =V

Oh well
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 22, 2012, 06:09:58 am
This is about minecart teleportation.

I used jumpers as compensator of speed attenuation of the minecart but not tracks.

_ - ground without track
\ - ramp
[] - channel (without ramp in it)
W - wall
Ш - minecart
! - disappearance

9-z high ramp    !       !           !
                   \  F___13   F___16   F_  ---> no more teleportations at all.
                    []          []          []

The minecart was teleported through 13 and 16 tile at this scheme. !NOTICE! Its not 13 an 16 tile from ramp (start of the experiment), its 13 ground tile next behind the first fortification and the 16 tile next behind the second fortification! After the third jumper/fortification was not teleportations at all.

1)

9-z high ramp
                   \  WШ_
                    []

The minecart teleported trough the wall and stops at the next tile.

2)

9-z high ramp    !         !            !
                   \  F___Ш13   F___16   F_
                    []            []          []

When I built the wall at the 13 tile (spot of the minecart missing), the minecart just hit the wall and stops.

3)

9-z high ramp    !          !            !
                   \  F___   13Ш___   16_
                    []       []           []

This construction helps me to teleport the minecart through the 13 tile (13 tile is the wall) and stops at the next tile as it happens at the 1st example.

4)

9-z high ramp    !          !          !
                   \  F___   13___   16Ш_
                    []       []       []

13 tile are fortification and the 16 are wall. Result are the same. Minecart was teleported through the wall and stops.
Title: Re: The "How Does Minecart" Thread
Post by: IpunchFaces on May 22, 2012, 07:33:40 am
Holy shit.

Toady adds Minecarts, and the community uses them not to transport ore, but to invent Dwarven quantum teleportation, railguns and cyclotrons.

Never change, you mad dwarves.
Title: Re: The "How Does Minecart" Thread
Post by: crazysheep on May 22, 2012, 07:52:41 am
Holy shit.

Toady adds Minecarts, and the community uses them not to transport ore, but to invent Dwarven quantum teleportation, railguns and cyclotrons.

Never change, you mad dwarves.
That's how we roll, always finding new ways to kill things.
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on May 22, 2012, 07:58:25 am
That's how we roll, always finding new ways to kill ourselves.
Fixxored
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 22, 2012, 10:35:31 am
The minecart was teleported through 13 and 16 tile at this scheme. !NOTICE! Its not 13 an 16 tile from ramp (start of the experiment), its 13 ground tile next behind the first fortification and the 16 tile next behind the second fortification! After the third jumper/fortification was not teleportations at all.


Yeah, this is what I was describing in my post above. When the cart is moving > 1 tile per tick, it 'skips' over some tiles, with the game never appearing to reconcile what would happen if the cart was at that coordinate. Toady can fix that, but it's tricky. The alternative is to cap the cart speed at 1 tile per tick, which the current cap appears to be close to, and which I suspect was his intention, so the behavior may go away. The reason you see no teleportations at all after the 3rd jump is the speed of the cart came down to 1/1, so the cart never travels more than a tile each tick.


If Toady doesn't fix it, it has some useful implications as in my testing, the tunneling effect is pretty reliable in terms of where it happens over repeated runs. At a minimum, it solves the railgun pathing issue. If you don't want anything to path back up your railgun line, simply put a wall at the end at precisely the right location. The gun will still work and nobody can path in. It could also eliminate some of your collision damage by putting the high-speed line in a completely sealed run relying on tunneling to have it emerge through the wall of the workshop. Because it can't tunnel through more than one tile, if you time it out right, just put the stop immediately next to the wall and it should catch it every time.


It may also work as a switching mechanism. If you want a given cart to skip over a track stop, accelerate it at just the right point so it tunnels over the stop. Unaccelerated carts would stop.


And the implications aren't just for carts but for everything else. In my testing, several of those struck by the cart tunneled through a wall and were found at the map edge. I even increased the height of the wall to make sure that it wasn't due to them flying over it and periodically they would still tunnel through. I don't know how to utilize this for anything productive as it's completely unpredictable, but I suspect Toady will need to fix it - it's going to be intolerable if stuff keeps tunneling through walls, flying across the map, or getting embedded in walls and such. So, I'm not counting on keeping this, but it's fun for now.
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on May 22, 2012, 11:51:55 am
Anyone fancy doing the maths for the amount of energy required for a minecart-sized particle to quantum tunnel through a 2m barrier with a probability of 1/13?

I'd imagine it's somewhere in the region of 'more energy than exists in the observable universe'
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 22, 2012, 01:38:10 pm
Test with 15-z high ramp and track on the ground:

\
 \_2_5_8_ and so on...
The numbers are tile numbers from the rump (except the ramp) where minecart has been disappeared.

I think with the higher ramp we can teleport the minecart trough the 2 or more tiles =)
Title: Re: The "How Does Minecart" Thread
Post by: snoopychicken on May 22, 2012, 02:03:46 pm
Doctor Urist McBrown: If my calculations are correct, when this minecart hits 88 tiles per hour... you're gonna see some serious shit.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 22, 2012, 02:05:20 pm
Anyone tried tunneling a cart through the map edge?
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 22, 2012, 02:09:28 pm
Can we move a minecart through the floor?
Is there a vertical teleportation effect?
Title: Re: The "How Does Minecart" Thread
Post by: iceball3 on May 22, 2012, 02:12:36 pm
Doctor Urist McBrown: If my calculations are correct, when this minecart hits 88 tiles per hour... you're gonna see some serious shit.
An entire hour to get the minecraft across 80 tiles? Sounds awfully slow...
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on May 22, 2012, 04:10:04 pm
Anyone tried tunneling a cart through the map edge?

That would either not work (coordinates properly clipped, tunneling would never occur on the map edge), or crash the game (coordinates not properly clipped). My guess is that it would just not work.

Anyway, I haven't read the entire thread, but in case this isn't in here yet, easy setup to move small amounts of magma from the bottom of the map to where you need them, most likely magma industry:

At the bottom (side view):
Code: [Select]
X=.WWW
XD_PP.
MMMMMM
where X is stairs, = is rails  with a non dumping track stop pointing towards the empty space (period), D is a door, underscore are floor bars, PP is a pump, manually pumping magma (M) onto the floor bars.

You would need a way for the dwarves to access the pump to operate it. Now what you do is, you set up a route with one stop being the track stop on top of these rails, the other stop being a track stop somewhere accessible that dumps into the tile that you want to dump to. Set it up so that the cart is "Guided <direction the tracks don't go> when empty" on the dump stop and "Pushed <direction of the hole> when empty","Guided <direction the tracks don't go> when full" on the magma track stop. This will cause the dwarves to haul the full cart to where you want it and the empty one to the lower stop, where they kick it down the hole onto the floor bars.
You should lock the door, that way they can't access it when empty and in the magma filling spot. Now have a dwarf operate the pump manually, filling up the cart with magma. (Note that magma that doesn't fit in the cart will be partially destroyed due to a bug with pumps).
When the cart is full, which should be after one revolution of the pump, and once the magma has drained off the floor bars, you unlock the door. Now a dwarf will either place the cart on the lower stop and try to "guide it north" or whatever, which will result in him hauling it to the upper stop by hand since there is no valid connection, or he will do that directly.
Either way, the cart will be placed on the dumping track stop, and you can repeat this process.[/code]
Title: Re: The "How Does Minecart" Thread
Post by: urick on May 22, 2012, 04:28:27 pm
If you minecart dump onto a stockpile, the stockpile is not counted as holding the goods, right? When I was testing a minecart dump stockpile would feed workshops happily but seemed to be ignored for hauling to other pile jobs. This is handy, but makes minecart chaining (cart to dump to cart to dump) hard, correct?
Did you set the workshop to take from the pile? I think this 'claims' the pile so it doesn't get used as a source for other tasks. Also, I hypothesize that there is something about the hauling setup that links that pile as a destination only for the hauling route. Are you saying that you tried setting other piles to 'take' from that one?

I had to have a pile for the cart to dump into, otherwise the dwarves would just pick it right up, placing it back in the pile to get carted back to the dump spot, around and around. So they do 'know' it is in a stockpile.

"That thing is so cool, Urist! It goes down the track, and dumps it all right there! Hey, let's do that AGAIN!"

Got my stone going into a 2-tile stockpile, one tile for stone and one for wheelbarrow; minecart takes it all when full and dumps it into a 1-tile stockpile next to the masons shop. (Which is just next door at the moment; but hey, minecarts)



Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 22, 2012, 09:33:16 pm
I tested minecart teleportation in the arena using carts accelerated by dwarves to faster than 1-tile-per-tick speeds.

I've been able to duplicate the teleport effect, but only when the cart isn't occupied (the dwarf jumps out at the last moment) and the cart is also not touching the ground. The easiest way to get a cart to not touch the ground is to have it drive off a cliff at high speed, and place a pillar a specific distance from the cliff that the cart is known to "hop" across during a single tick.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 22, 2012, 10:12:56 pm
Maybe that little bit of a drop is just-enough to push the velocity vector into quantum hyperbole?
Title: Re: The "How Does Minecart" Thread
Post by: denito on May 22, 2012, 10:43:05 pm
Doesn't the quantum tunneling effect also imply carts should be able to tunnel through each other if both are moving > 0.5 tiles per tick?  Not sure how that's useful, unless you want to put two carts on a cyclotron trap whizzing through each other in opposite directions.
Title: Re: The "How Does Minecart" Thread
Post by: Tryble on May 22, 2012, 11:30:50 pm
Using the method outlined in this post (http://www.bay12forums.com/smf/index.php?topic=109476.msg3284065#msg3284065), I tried a fairly simple spiral ramp design, with the center tile being gear assembly/vertical axle to provide power to rollers.

The test ramp I had was only 5z deep, but the one roller I installed at the bottom was able to throw my minecarts (empty wood or boulder-filled iron, didn't seem to matter much) all the way to the top of the ramp.  Another test later on a 10z high ramp had a single roller get a cart from the bottom all the way to the top again, but only just.

Automated vertical transport from the deeps to the surface should be fairly simple.  A spiral ramp with enough power (roughly 15~ish power per 10z levels, depending on just how far you can get a single roller to throw a cart) should be plenty sufficient to get a minecart from the lowest levels to the surface.


That is unless of course the 34.10 changes muss the process up somewhere.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 23, 2012, 04:12:38 pm
Cartfall Trap

While there are certainly more lethal ways to use carts, I have designed a 'cartfall' trap as a way to soften up an incoming force before they reach my military, who always appreciates the experience of live combat. The trap is simple: a cart rests on a hatch, directly above a pressure plate, on top of a track. The pressure plate is set to trigger on creature, as well as on the presence of said cart. In case said creature is squished to pulp, the cart holds the plate down - closing a bridge and preventing retreat. Enemies are forced to path through the fortress and whatever traps remain.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 23, 2012, 07:35:54 pm
Bit more math:

I'm testing cart routes that break pathing. The simplest solution is a single tile pit that the cart needs to fly over, which non-fliers cannot. Simple enough. Setup:

= track (200 long, straight line)
. pit
R roller moving west to east -->

Code: [Select]
R.===
Power off, but dwarf pushes: cart falls in pit
Lowest speed roller: cart falls in pit
Low speed roller: cart flies over pit and travels 19 tiles in a straight line in 100 ticks.
Medium speed roller: cart flies over pit and travels 29 ticks in a straight line in 100 ticks.

I'd like to be able to trigger drawbridges to protect against fliers, but bridges aren't toggleable in the right way. Doors and floodgates would work, but would be susceptible to flying building destroyers. That's fortunately a pretty small subset, but I get at least one pretty much every fortress - at least underground. I could add an inverter, but that's slow and would stretch the whole thing out in order to make the timing work.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 23, 2012, 08:29:27 pm
...
I'd like to be able to trigger drawbridges to protect against fliers, but bridges aren't toggleable in the right way. Doors and floodgates would work, but would be susceptible to flying building destroyers. That's fortunately a pretty small subset, but I get at least one pretty much every fortress - at least underground. I could add an inverter, but that's slow and would stretch the whole thing out in order to make the timing work.

So, a pressure plate sends "open" and "close" signals. Open is sent when a cart passes over a plate, and close 100 ticks later.

Doors open and close on open and close signals respectively.

A drawbridge used as a door is raised in the open signal, blocking the path ("not the right way" according to you).

A retracting bridge used as a hatch is opened on the open signal, and building destroyers won't touch it.

A floor hatch, which can't be destroyed from below in certain situations, opens on the open signal.


So use a ramp, and a hatch or bridge covering the opening to seal the cart path.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 23, 2012, 10:34:58 pm
Oh, right! I know that the hatch is secure, but I don't want to treat it as such. But the bridge is safe, and it would also serve as a switch if I needed. Let me ponder that. I'm trying to avoid ramps as much as possible, but that's a really good application. Thanks!


Oh, and more math. A single powered roller on 'low' speed will launch a cart over a 1 tile pit and still be able to make an unassisted turn one tile after the pit. It traveled 19 tiles in 100 ticks and continued on much further in a straight line, but if the path is nothing but turns, it goes a total of 17 tiles before stopping.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 24, 2012, 10:52:00 am
I have a correction to make. Dwarves (even my one-armed mason pushing bismuth bronze cart full of obsidian) do push carts hard enough to jump pits, but it needs to be set up right.

= track
. pit
S stop

Code: [Select]
S.=======
If the pit is right next to the stop, the tile you are pushing from, the cart will pit.

Code: [Select]
S=.======
If you have at least one tile of track before the pit, the cart will jump the pit.

Code: [Select]
S===.=.==
Even from several tiles back and two pits, the cart still jumps

Code: [Select]
S===
   =
   .
   =
   ===S

Even with a bend in the track the cart will make the jump.

I have to assume that Toady specifically coded the cart to pit itself in the first case, as there's nothing in the later cases that should make the cart faster.
Title: Re: The "How Does Minecart" Thread
Post by: GoldenShadow on May 24, 2012, 11:50:58 am
We could use cart riding over a 1 tile pit as a way to make a 1 way entry for dwarves. They can get into a room, but can't get out.

Have Stop 1 set to ride. The cart jumps the pit, they arrive and they push the cart back to the starting point to reset it.

Only the dwarves with the vehicle hauling labor will eventually arrive in the inaccessible areas. you could use this to create burrows without needing burrows.
Title: Re: The "How Does Minecart" Thread
Post by: osmo on May 24, 2012, 04:57:36 pm
I've had a go at a 'MIRV minecart'. That is, a lead minecart containing three lead minecarts, each of them filled with galena. I let this one descend 24 ramps and then collide with a series of fortification rings. Different carts did indeed release their payload of ore at different layers of the fortifications, with some randomness over several attempts.
Title: Re: The "How Does Minecart" Thread
Post by: Tryble on May 24, 2012, 10:17:08 pm
Mind posting a screenshot?   I'm curious to see what the spread from something like that looks like.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 24, 2012, 11:20:08 pm
I've miniaturized the cart-based power converter, reducing it in size at the expense of a little power.

█a↓
Pa^
█a↑

   
where P is power source
a are each gear assemblies
arrows represent rollers and direction of force
^ represents a pressure plate.

There is, of course, NS track along the rightmost column.

Be careful priming this machine. I'm not entirely sure, but I doubt it should be loaded in the active state.

Delay is ~10 ticks to trigger the plate. I'm using it as a not-gate for the hatch that shields haulers picking up materials from the dropshaft.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 24, 2012, 11:35:48 pm
I've had a go at a 'MIRV minecart'. That is, a lead minecart containing three lead minecarts, each of them filled with galena. I let this one descend 24 ramps and then collide with a series of fortification rings. Different carts did indeed release their payload of ore at different layers of the fortifications, with some randomness over several attempts.

Tested and verified "Cartception"/"Yo Dawg"/Cart-in-cart-in-cart-in-cart-... in the arena.

Carts are discharged from parent carts like items, but then immediately begin acting like carts again. If three carts come out of one parent cart, they tend to collide with eachother and only one shoots forwards.

If you nest single carts "Matryoshka doll" style, then each time the cart hits an obstacle, it launches the child cart (containing the remainder of the stack) onto the next z-level above. I was able to shoot carts over the pyramid in the arena this way. If the cartstack hits the side of a multiple z-level building at sufficient speed, it will unstack at a rate of 1 z-level per tick until it runs out of carts or the surplus carts can shoot over the building. If the cartstack hits the edge of the map, it will completely unstack and climb as high as it possibly can.

Further testing revealed that this happens with other tool containers (can't easily test non-tool containers in the arena). A large pot was filled with daggers by hand and placed into a minecart. The minecart was then launched at a 2z high wall. The minecart hit the wall at ground level and discharged the pot on the level above. The pot hit the wall on its z-level, and discharged the daggers over the wall. The daggers shotgun-flew out and got a kill on a carefully-placed goblin.

We have yet to test caged animal projectiles. I wonder if they would be released and shot out? Will we get a heavy-cage-full-of-elephants projectile, or a kitten shotgun? If that worked, would we call it "live ammunition"?
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 24, 2012, 11:38:12 pm
Those can be loaded from above - push a cart in from 1z up.
Title: Re: The "How Does Minecart" Thread
Post by: The Grackle on May 25, 2012, 12:33:08 am
...
I'm using it as a not-gate for the hatch that shields haulers picking up materials from the dropshaft.
How does that work?
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 25, 2012, 04:35:45 am
I've miniaturized the cart-based power converter, reducing it in size at the expense of a little power.

If you add an extra blank track tile in the middle, set the rollers to have one powered when the other isn't, and add an extra cart, you can avoid having to have a moving cart when functioning. This might save a bit of FPS (but then it might not).

Another alternative is to use a short spiral track:

##   (#=wall)
╔║
╚╝


with a pressure plate and roller built on top:

##
^╢☼P   (roller accelerates west here)
╚╝


Both bits of wall are important or else the cart will fly off.
Title: Re: The "How Does Minecart" Thread
Post by: backora900 on May 25, 2012, 06:02:15 am
Has anyone found out if it is possible to use minecarts as sorting device?
What I mean is tat you use stockpile that collect everything -> loads it on cart -> cart goes along different workshops and drops only somethig from its content (preferably without stopping at each drop).
Or does it always have to drop everything?

I haven't found a way how to force dwarfs unload minecarts by hands. It has to be placed on track stop with dump enabled. Or did I missed something?
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on May 25, 2012, 06:09:48 am
Just a thought, but does the minecart shotgun work with corpses, or even just refuse in general?

Having carts full of rubbish ready to fire at the enemy gets rid of the retreival problem, plus the idea of a goblin being killed by a flying goblin limb is just too lovely to ignore.

I would test it myself, but my current fort is being used to develop a double-helix elevator system...
Title: Re: The "How Does Minecart" Thread
Post by: rhesusmacabre on May 25, 2012, 06:19:07 am
Has anyone found out if it is possible to use minecarts as sorting device?
What I mean is tat you use stockpile that collect everything -> loads it on cart -> cart goes along different workshops and drops only somethig from its content (preferably without stopping at each drop).
Or does it always have to drop everything?

I haven't found a way how to force dwarfs unload minecarts by hands. It has to be placed on track stop with dump enabled. Or did I missed something?

If you set a friction stop to dump, all the contents will be dumped.

To unload by hand you need to tell the route destination stop to [g]ive to a stockpile. You can also set the stop to retain particular item types on the cart, which would allow for a sorting system.

Just a thought, but does the minecart shotgun work with corpses, or even just refuse in general?

Anything that can be loaded onto a cart can be shotgunned.
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on May 25, 2012, 06:24:54 am
Hmmm, magma-safe tracks and carts + corpse stockpile = dwarven crematorium?
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on May 25, 2012, 08:13:41 am
Hmmm, magma-safe tracks and carts + corpse stockpile = dwarven crematorium?

You could even make a fully-automatic and very awesome obsidian burial now:

1) Dig a long shaft straight down.
2) Have minecarts drive by dumping corpse - water - magma in that order down the shaft. Probably use pressure plates to queue them in the right order.
3) When the obsidian reaches the top of the shaft, dig it all out and engrave it, preferably with images of cheese and kittens.
Title: Re: The "How Does Minecart" Thread
Post by: Burmalay on May 25, 2012, 10:14:46 am
Has anyone found out if it is possible to use minecarts as sorting device?
What I mean is tat you use stockpile that collect everything -> loads it on cart -> cart goes along different workshops and drops only somethig from its content (preferably without stopping at each drop).
Or does it always have to drop everything?

I haven't found a way how to force dwarfs unload minecarts by hands. It has to be placed on track stop with dump enabled. Or did I missed something?

Now we can use our own zombie for war with the goblins (if zombie will attack them, will they?).
Build your fortress at the "normal" territory and while siege, shoot corpses to the "evil" territory to raise them.
If zombie and goblins are the enemy, we can use this fun thing =)
BTW, with the same way you can build archery. Dig a hole and assign to train squad above this hole where you will drop zombies. This training area must be in the evil area to make zombies raise every time they ware killed.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 25, 2012, 12:22:27 pm
If you set a friction stop to dump, all the contents will be dumped.

Yeah, and the friction settings may be bugged. In my testing, 'highest' works, and the others do very little to nothing.


But I do have minecarts sorting, just not through dumping. The 'prefers' settings and stockpile links allow a cart full of a zillion things to get loaded/unloaded with some accuracy. I'm still trying to work out how to get the first 'load' stop to not completely fill the cart. The 'push when 25% full' doesn't necessarily work because those settings don't talk to the job system, so if the cart can take 10 bins before full, but only 3 bins would satisfy the departure rule, the job system will queue up 10 hauling jobs. Once the 3rd bin goes in, the push job will be created, but the other 7 hauling jobs may complete before the push job gets executed. I'm experimenting a bit with limiting the size of the input stockpiles to prevent that, but it's fidgety.


That said, you can do some cart sorting based on the contents using the rules and T or X junctions. You can set a rule to push east if the cart is >50% stone and west if the cart is <50% stone, that kind of thing. It's not super-flexible, but with a dwarf assigned to the stop via burrows, I think the system would be faster than sorting without carts if set up right.
Title: Re: The "How Does Minecart" Thread
Post by: Techhead on May 25, 2012, 01:10:20 pm
I've miniaturized the cart-based power converter, reducing it in size at the expense of a little power.

█a↓
Pa^
█a↑

   
where P is power source
a are each gear assemblies
arrows represent rollers and direction of force
^ represents a pressure plate.

There is, of course, NS track along the rightmost column.

Be careful priming this machine. I'm not entirely sure, but I doubt it should be loaded in the active state.

Delay is ~10 ticks to trigger the plate. I'm using it as a not-gate for the hatch that shields haulers picking up materials from the dropshaft.
I think you can save a bit of power if the center gear assembly is replaced with an axle.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 25, 2012, 02:44:14 pm
I think you can save a bit of power if the center gear assembly is replaced with an axle.

Yeah, you're right. Move the power source to the corner and stick an axle in there. Also, try that thing with the loop.
Title: Re: The "How Does Minecart" Thread
Post by: AWdeV on May 26, 2012, 04:44:01 pm
Bluddy heck. I've got a nice secluded spot so I can learn how to work tracks and minecarts (and to play a bit of Rollercoaster Tycoon) but I've always been daunted by power and the like and can't figure out how to link my windmill (which is turning) to my roller.  :-\
Title: Re: The "How Does Minecart" Thread
Post by: Tryble on May 26, 2012, 07:07:47 pm
Edit:  My mistake.  I was seeing something odd due to an altered tileset.  Disregard!
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on May 26, 2012, 07:17:53 pm
If you inspect a ramp [k] and it is built correctly, it will display "Upward Ramp" with no direction note.  If it's not built right you'll see "Upward Ramp [NS]" or something along those lines. 

You can double check your ramps with this to make sure carts will be pushed up without bouncing back and snapping the spine of the only doctor in the fortress, paralyzing him forever.

But then it is no track and the cart will loose a lot of momentum and/or topple, also a dwarf wont push it up there, he will haul it.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on May 26, 2012, 08:44:00 pm
Bluddy heck. I've got a nice secluded spot so I can learn how to work tracks and minecarts (and to play a bit of Rollercoaster Tycoon) but I've always been daunted by power and the like and can't figure out how to link my windmill (which is turning) to my roller.  :-\

Can't connect rollers from above. Connect from the side.
Title: Re: The "How Does Minecart" Thread
Post by: Khym Chanur on May 27, 2012, 12:50:39 am
Bluddy heck. I've got a nice secluded spot so I can learn how to work tracks and minecarts (and to play a bit of Rollercoaster Tycoon) but I've always been daunted by power and the like and can't figure out how to link my windmill (which is turning) to my roller.  :-\

You might want to try a water wheel perpetual motion machine (http://dwarffortresswiki.org/index.php/v0.31:Water_wheel#Perpetual_motion) (a.k.a. "water reactor"), which can provide you with lots of power without the need for rivers or wind.
Title: Re: The "How Does Minecart" Thread
Post by: AWdeV on May 27, 2012, 04:20:16 am
It's probably too arid for that. But the windmill does provide power so that's not the issue.

Maybe I should just rebuild it right next to the

Fuck me. "    Windmills may only connect to machinery directly below their center tile. " How could I have missed that.  ::)

I imagine placing it on top of a gear assembly attached to the roller would work?

Bluddy heck. I've got a nice secluded spot so I can learn how to work tracks and minecarts (and to play a bit of Rollercoaster Tycoon) but I've always been daunted by power and the like and can't figure out how to link my windmill (which is turning) to my roller.  :-\

Can't connect rollers from above. Connect from the side.

The problem was connecting the windmill to the delivery system. I think I know what to do now. Thanks dude(tte)s.

edit: powered up. Success.

Of a sort. Still won't catapult a -willow minecart- up a teensy little ramp. Alignment is correct, thing is working with an excess of power (mill produces 20, thing needs 8.)
Title: Re: The "How Does Minecart" Thread
Post by: Symmetry on May 27, 2012, 05:23:28 am
Fuck me. "    Windmills may only connect to machinery directly below their center tile. " How could I have missed that.  ::)

I imagine placing it on top of a gear assembly attached to the roller would work?

That is the standard approach.  Bear in mind if you attach that gear to a lever and disable it the windmill will deconstruct as it has no support.
Title: Re: The "How Does Minecart" Thread
Post by: AWdeV on May 27, 2012, 07:13:50 am
I didn't attach it to a lever because it's just for practice anyway. It also rests on a 3 by 3 floor with a one-tile hole in the middle which leans on a completely superfluous limestone block wall underneath.

It still doesn't provide the oomph required to hurl the cart up a ramp though. Would a bigger roller work? I'll try.
Title: Re: The "How Does Minecart" Thread
Post by: oven_baked on May 27, 2012, 09:52:47 am
While messing about with them and testing a system to haul stone to the surface i've discovered that setting dwarfs to "ride" or "push" down long ramps is not a good idea.
The test dwarfs found out the hard way:
The planter's right eye takes the full force of the impact, bruising the right eyelid's skin though the (pig tail fiber cloak)!
And:
The miner's upper body takes the full force of the impact, bruising the muscle, jamming the right true ribs though the left lung and tearing apart the left lung!

Title: Re: The "How Does Minecart" Thread
Post by: AWdeV on May 27, 2012, 10:07:51 am
Ooh damn. I just send a master miner hurtling down a newly made complex. Her cart failed to make a bend. Or rather, I did. Fixed that now.

Cart keeps getting stuck on a ramp but I imagine that's because I have the wrong ramp.
Title: Re: The "How Does Minecart" Thread
Post by: LoSboccacc on May 27, 2012, 11:26:52 am
does guided route work even if I don't specify items to be taken, but just list which piles are linked at start and stop?

also, if I use a stop for multiple routes, can multiple carts wait at the same stop?
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on May 27, 2012, 12:18:07 pm
does guided route work even if I don't specify items to be taken, but just list which piles are linked at start and stop?

also, if I use a stop for multiple routes, can multiple carts wait at the same stop?
yes, also yes.
Title: Re: The "How Does Minecart" Thread
Post by: khearn on May 27, 2012, 03:04:09 pm
I'm trying to have a minecart route to take sand bags from a stockpile next to my glass furnace near the surface, and dump them down a shaft to land near my magma glass furnace down by the magma sea. The problem I have is that 11 sandbags only makes the cart 3% full, and the lowest setting I can set is to have it move when 25% full. It looks like that will be about 100 sandbags, and I don't really want to fill that many. I could just make it go after a time period, regardless of how full it is, but then I'll end up with an empty cart being shuttled back and forth when I'm not doing any glassmaking. That seems kind of silly. Am I missing a way to set the departure condition to something like 5% full? Or some other solution?
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on May 27, 2012, 04:27:14 pm
I'm trying to have a minecart route to take sand bags from a stockpile next to my glass furnace near the surface, and dump them down a shaft to land near my magma glass furnace down by the magma sea. The problem I have is that 11 sandbags only makes the cart 3% full, and the lowest setting I can set is to have it move when 25% full. It looks like that will be about 100 sandbags, and I don't really want to fill that many. I could just make it go after a time period, regardless of how full it is, but then I'll end up with an empty cart being shuttled back and forth when I'm not doing any glassmaking. That seems kind of silly. Am I missing a way to set the departure condition to something like 5% full? Or some other solution?

Having thought about it, you should probably just go for the empty minecart rolling back and forth, which admittedly seems silly, but you could always just lock the door to the glass furnace and track access, so no dwarf will push it off and the job will keep being queued in the glass furnace. You could even hook the sand production up to a lever that way :)

EDIT: Or just use the same cart to carry ores and goblinite to your magma furnace, the cart will be full pretty quick that way.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 27, 2012, 06:05:49 pm
I'm trying to have a minecart route to take sand bags from a stockpile next to my glass furnace near the surface, and dump them down a shaft to land near my magma glass furnace down by the magma sea. The problem I have is that 11 sandbags only makes the cart 3% full, and the lowest setting I can set is to have it move when 25% full. It looks like that will be about 100 sandbags, and I don't really want to fill that many. I could just make it go after a time period, regardless of how full it is, but then I'll end up with an empty cart being shuttled back and forth when I'm not doing any glassmaking. That seems kind of silly. Am I missing a way to set the departure condition to something like 5% full? Or some other solution?


Put two conditions down - send it when its 25% full, and send it after 14 days, for example. They'll send it when either condition is met, so if they only get it 5% full after 2 weeks, they'll just send it along.
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on May 27, 2012, 06:38:21 pm
I'm trying to have a minecart route to take sand bags from a stockpile next to my glass furnace near the surface, and dump them down a shaft to land near my magma glass furnace down by the magma sea. The problem I have is that 11 sandbags only makes the cart 3% full, and the lowest setting I can set is to have it move when 25% full. It looks like that will be about 100 sandbags, and I don't really want to fill that many. I could just make it go after a time period, regardless of how full it is, but then I'll end up with an empty cart being shuttled back and forth when I'm not doing any glassmaking. That seems kind of silly. Am I missing a way to set the departure condition to something like 5% full? Or some other solution?


Put two conditions down - send it when its 25% full, and send it after 14 days, for example. They'll send it when either condition is met, so if they only get it 5% full after 2 weeks, they'll just send it along.

There's no way his dwarves would manage to get together those 100 bags he's talking about to get the cart up to 25%, so the first condition would never be met. At least with only one glass furnace.
Title: Re: The "How Does Minecart" Thread
Post by: khearn on May 27, 2012, 08:46:03 pm
Put two conditions down - send it when its 25% full, and send it after 14 days, for example. They'll send it when either condition is met, so if they only get it 5% full after 2 weeks, they'll just send it along.

The problem with that is that if it's 0% full after 2 weeks, they'll still send it along empty. I think I'll go with EvilTwin's idea of locking a door. The glass furnace, stockpile, and track stop are all in one room, with a single tile wide opening to it, so adding a door will be easy enough. The problem is that the track goes down a ramp and is accessible from a few levels below. So I'll have to put in a door on the track with pressure plates that will open it when a cart comes from either side, but not when a dwarf does. I'm assuming that will work right, We'll see.
Title: Re: The "How Does Minecart" Thread
Post by: foop on May 28, 2012, 01:56:50 pm
I note a previous post above where someone noted that friction settings below "highest" don't seem to do much.  Can anyone elaborate on this?

I've just dug a huge track system to the lava levels, consisting of 4 tracks in parallel.  It had to navigate through the pillars in the caverns to avoid breaching them (I'm in a haunted, zombie-filled biome but that's another story).  As a result, there are large stretches of straight ramps followed by U-turns on the flat.

Of course, trucks sent down this derail at the first U-turn.  I've tried putting a stop at the bottom of the ramp on the flat with "higher" friction, but it does nothing.  I can't seem to put track stops on the ramps.

Any ideas to stop the derailments?
Title: Re: The "How Does Minecart" Thread
Post by: Uristocrat on May 28, 2012, 02:59:22 pm
I note a previous post above where someone noted that friction settings below "highest" don't seem to do much.  Can anyone elaborate on this?

I've just dug a huge track system to the lava levels, consisting of 4 tracks in parallel.  It had to navigate through the pillars in the caverns to avoid breaching them (I'm in a haunted, zombie-filled biome but that's another story).  As a result, there are large stretches of straight ramps followed by U-turns on the flat.

Of course, trucks sent down this derail at the first U-turn.  I've tried putting a stop at the bottom of the ramp on the flat with "higher" friction, but it does nothing.  I can't seem to put track stops on the ramps.

Any ideas to stop the derailments?

Walls around each individual track.  That will be tricky with so many side-by-side tracks, but maybe you can split them off somehow.
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on May 28, 2012, 04:33:33 pm
I note a previous post above where someone noted that friction settings below "highest" don't seem to do much.  Can anyone elaborate on this?

I've just dug a huge track system to the lava levels, consisting of 4 tracks in parallel.  It had to navigate through the pillars in the caverns to avoid breaching them (I'm in a haunted, zombie-filled biome but that's another story).  As a result, there are large stretches of straight ramps followed by U-turns on the flat.

Of course, trucks sent down this derail at the first U-turn.  I've tried putting a stop at the bottom of the ramp on the flat with "higher" friction, but it does nothing.  I can't seem to put track stops on the ramps.

Any ideas to stop the derailments?

Could you probably fit something like this in?
Code: [Select]
***W**
**W*F=
*W*F#=
W*F##=
*F###=
*||||*

* is any tile you want, W is wall, F is SE-corner track, = is WE track, # is omnidir track, | is NS track

This way each cart is kept from derailing by the diagonal wall, and the inner lines can cross over the other ones. Instead of this setup, you could also place rollers in counter direction, they will slow down the cart if set up in the "wrong" direction.
Title: Re: The "How Does Minecart" Thread
Post by: Aseaheru on May 28, 2012, 04:42:58 pm
guide the carts or use several trackstops on higher
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 28, 2012, 09:13:55 pm
I note a previous post above where someone noted that friction settings below "highest" don't seem to do much.  Can anyone elaborate on this?


I wanted to see whether stops at lower friction levels could be used to control when carts take turns, make jumps over pits, etc since you can hook pressure plates and levers and whatnot to stops. So I created a line with a cart pushed by a dwarf. I put various stops at different settings on the line, and any setting below 'highest friction' at most slowed the cart down by 2 tiles in 100 ticks. The highest would stop it dead.
Title: Re: The "How Does Minecart" Thread
Post by: xmoffitt on May 29, 2012, 07:05:43 pm
I wanted to see whether stops at lower friction levels could be used to control when carts take turns, make jumps over pits, etc since you can hook pressure plates and levers and whatnot to stops. So I created a line with a cart pushed by a dwarf. I put various stops at different settings on the line, and any setting below 'highest friction' at most slowed the cart down by 2 tiles in 100 ticks. The highest would stop it dead.

I am also doing experiments to try to determine the "friction values" of the various stops.  I'm using Sadrice's technique to measure the pushed runout distance on a 200+ straight track with various features.  Here are some initial findings:


I also have a spreadsheet of "delay time" on each tile of the 200 straight distance run.    I've graphed the numbers and here are some findings from that:

I'd also be happy to post/share the data, or save file if anyone is interested.
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on May 30, 2012, 12:37:17 pm
Did a bit of experimentation with shotguns as a practical fortress defence.  In particular, I was tring to find out which ammo worked well, when the intention was to reload and fire repeatedly.  Some findings:

1) Boulders: quick to load, taking only five per cart, but despite their massive size they seem to be decidedly non-lethal.  Most impacts involve only bruises, and any more serious injuries are more likely from secondary damage due to the target.  Also, with only five submunitions per shot, the hit probability is quite low.

2) General observation: if your ammo can be stored in a bin, and you have the source stockpile for the cannon set to have bins, then dwarves will load up whole bins....including the bin, which defeats the point.  Solution is of course two stockpiles, a binned pile set to give to an unbinned pile, set to give to the cannon.

3) General observation 2: If you have a cart set to push at 100% capacity, and you change the desired items mid-fill, then it will never reach capacity and never launch.  Issue a temporary timed always launch order to despatch the mixed-ammo cart.

4) Blocks: probably the best cheap ammo - you can create hundreds of them early game once you hit stone, and if you don't need to weaponize them, they can be used for prettier buildings!  100 per shot can take some time to load though so you might want to fire at 25/50/75%, and you need to set up a two-stage stockpile (see above)because they're binnable.  Also, 100 blocks takes up quite a lot of space, so your ammo store needs to be pretty large and well planned in advance if you want enough reserve for several shots.  Damage wise they are superior to boulders, typically shattering bones or dislocating joints.  A hit on an unarmoured chest is nearly always a fractured rib through the lung or heart, so without access to medical help they're done for.

5) Spikes/Corkscrews: upping the lethality on highly wooded maps.  You will need to create a LOT - about 75 spikes/corkscrews are required for a 25% full shot.  Take some cheap wood with you, and spend some points on a skilled carpenter, because quality makes a difference - a *menacing wooden spike* will cut and main, where the standard quality equivalent will scratch and bruise.  Devastating against unarmoured opponents - an 80 spike shot will cause targets at 7-10 square range to be hit by between five and fifteen projectiles.  The high number makes reloading very slow though.  Verdict, more effort than blocks for early ammo, but much more lethal and with the advantage of a skilled carpenter to make the beds for the hospital you'll need after testing.  Warning: dwarves caught in the blast have a high chance of being killed before they can be given medical attention.  In testing, corkscrews were slightly more effective than spikes, causing hand and finger severing, and dealing two internal hits compared to only one for the spikes.  Targets that aren't killed by blood loss inevitably give in to pain from multiple lacerations, so could be safely mopped up by melee infantry.

6) General Observation 3: Once you have defined a stop, you can remove the launch condition, meaning you can have it loaded ready with ammo to fire.  Just add a suitable launch condition when the enemy is in range and so long as a hauler is close by, you should have quite fine control over when the shot is taken.

That's it for now, next tests are to try some metal trap components and spears, and also to see the effects on armoured targets. Any requests welcome, once I've mopped up the blood....again!
Title: Re: The "How Does Minecart" Thread
Post by: Martin on May 30, 2012, 02:45:16 pm
6) General Observation 3: Once you have defined a stop, you can remove the launch condition, meaning you can have it loaded ready with ammo to fire.  Just add a suitable launch condition when the enemy is in range and so long as a hauler is close by, you should have quite fine control over when the shot is taken.


Put your hauling stop on a powered roller and hook the gear powering the roller either to a lever or pressure plate. That way you can have multiple parallel lines that all fire simultaneously.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on May 30, 2012, 07:50:39 pm
...
3) General observation 2: If you have a cart set to push at 100% capacity, and you change the desired items mid-fill, then it will never reach capacity and never launch.  Issue a temporary timed always launch order to despatch the mixed-ammo cart.
...

Go into advanced and hit "L" to toggle between "when full of desired items" and "when full of any items". Cart launches with mixed ammo.
Title: Re: The "How Does Minecart" Thread
Post by: Robotic on June 01, 2012, 01:45:41 am
That's it for now, next tests are to try some metal trap components and spears, and also to see the effects on armoured targets. Any requests welcome, once I've mopped up the blood....again!

I'd like to see statues.  Bonus points if they're made out of bituminous coal and on fire.
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on June 01, 2012, 03:16:56 am
I'd like to see statues.  Bonus points if they're made out of bituminous coal and on fire.
Hmmm, I'm not an expert on controlled fires, so i don't fancy trying that and accidentally killing everyone.  I have now set up a fort with six parallel cartcannons covering the approach to the entrance.  Unfortunately, the map seems very light on metals, so I'm using bauxite boulders for ammo now, but I've just mined out some platinum, so a perhaps a platinum statue cannon might suffice? They'll certainly be heavy....

No gobbos turning up either.  I've had to test the cannon on migrant waves, to good effect.  I have proved my observation from testing about boulders - they don't kill often enough (although great surgeon training when used on migrants!) and there are just too few, so some targets escape.  I'm just in the process of carving a few hundred bauxite blocks.
Title: Re: The "How Does Minecart" Thread
Post by: eLcHi on June 01, 2012, 05:34:56 am
Anyone found a reliable way to make a pushed cart go down 20+ Z-Levels AND being able to use the same Track to go back up again?

I tried doing 3 ramps, then a u-turn, then 3 ramps etc etc and putting Stops with highest friction on the u-turn. Full cart goes down fine but spills it´s contents somewhere on the way. Empty cart stops at the first Track Stop.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on June 01, 2012, 10:08:53 am
I think people doing large downhill runs are trying to make them too compact. My guess is that you need 2-4 high friction (not highest) stops per every z of descent to keep the speed in check going down. Stops can be hooked to levers and pressure plates so you can either deactivate all of the stops when you power the rollers to take the cart back up. I haven't worked out the timing between pressure plates and stops, but if it's instant like with doors, you could just put a pressure plate after each set of stop on each level on the way down, so that on the way up, the cart hits the plate first, deactivates the stops, lets the cart pass over.
Title: Re: The "How Does Minecart" Thread
Post by: jwest23 on June 01, 2012, 10:27:21 am
Stops can be hooked to levers and pressure plates so you can either deactivate all of the stops when you power the rollers to take the cart back up.

I hadn't realized that at all.  Thanks for posting, Martin.  I had started planning out circuits, which is an arduous way of dealing with the problem, at best.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on June 01, 2012, 11:12:52 am
I think people doing large downhill runs are trying to make them too compact.

Or hardly compact enough!
Dig a channel straight down from the top to the bottom of your run, and push your carts into the hole. They'll get there, faster than anything!
Title: Re: The "How Does Minecart" Thread
Post by: Martin on June 01, 2012, 12:28:43 pm
Stops can be hooked to levers and pressure plates so you can either deactivate all of the stops when you power the rollers to take the cart back up.

I hadn't realized that at all.  Thanks for posting, Martin.  I had started planning out circuits, which is an arduous way of dealing with the problem, at best.


Presumably, and I haven't gotten that far yet, but you can put a pressure plate set to trigger for full carts vs empty ones and hook that to a stop. If there's anything in the cart, it stops. If not, it sails through. Hook to a door behind a pit or behind a turn, and you can send the empty carts down a level or around a corner and let the full ones jump the pit/go straight by opening the door, or use rollers to reverse the direction of the cart. There's really quite of lot of possibilities here - limited mainly by the sensitivity (or lack thereof) of the pressure plates.
Title: Re: The "How Does Minecart" Thread
Post by: khearn on June 01, 2012, 01:46:20 pm
Anyone found a reliable way to make a pushed cart go down 20+ Z-Levels AND being able to use the same Track to go back up again?

I tried doing 3 ramps, then a u-turn, then 3 ramps etc etc and putting Stops with highest friction on the u-turn. Full cart goes down fine but spills it´s contents somewhere on the way. Empty cart stops at the first Track Stop.

I had a track in a that went down about 100 z-levels that I could send carts down with a push. They had to be guided back up, though. This was 0.34.08 or 0.34.09 I think. It was just a simple helix:
Code: [Select]
level 0
XXXXX
X╔▲XX
X▼XXX
XXXXX
XXXXX

level -1
XXXXX
XXXXX
X▲XXX
X╚▼XX
XXXXX

level -2
XXXXX
XXXXX
XXX▼X
XX▲╝X
XXXXX

level -3
XXXXX
XX▼╗X
XXX▲X
XXXXX
XXXXX

Continue ad nauseum.

The walls on the outside of the corners keep the cart on track during the trip down, no matter how fast it goes. I like to imagine it grinding against the walls with sparks flying everywhere.
Title: Re: The "How Does Minecart" Thread
Post by: eLcHi on June 02, 2012, 02:44:37 am
Or hardly compact enough!
Dig a channel straight down from the top to the bottom of your run, and push your carts into the hole. They'll get there, faster than anything!

Wow, i didn´t think about that - and it works, thank you :)
Title: Re: The "How Does Minecart" Thread
Post by: Aseaheru on June 02, 2012, 10:04:59 am
push it everywhere.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on June 02, 2012, 10:18:53 pm
LIVE AMMO SHOTGUN:
Method has been verified with fort mode testing.

1. Make a minecart shotgun (where the cart rams a wall at high speed and the contents are ejected over the wall), but add a second stage (the cart's contents also hit a wall and eject their contents over it).

2. Load a cage containing a creature (animal, goblin, dwarf prisoner, etc.) into the minecart. A single cage holding many animals is best.

3. Fire.

4. Watch as the carts shotgun the cages, and the cages then shotgun the creatures (yes, in a conical pattern) in a parabolic path. The creatures suffer no injury until they land, unlike minecart riders, probably because of cage stasis.

Potential uses:
-Shoot goblin POWs at goblin sieges.
-Shoot zombies (necromancer, not evil region) at goblin sieges.
-Launch impressive swarms of war animals.
-Safely (well, for your dwarves) pit creatures in cages without having to open the cages or link them to levers.
-misc stunts and humor.
Title: Re: The "How Does Minecart" Thread
Post by: Dante on June 02, 2012, 10:28:25 pm
LIVE AMMO SHOTGUN:
Method has been verified with fort mode testing.

[...]

-Safely (well, for your dwarves) pit creatures in cages without having to open the cages or link them to levers.

Ohmygod, sweet. This will make my training arena 50x faster if I can get it to work.
Title: Re: The "How Does Minecart" Thread
Post by: brisid on June 03, 2012, 01:44:27 pm
Some shotgun comments...
2) General observation: if your ammo can be stored in a bin, and you have the source stockpile for the cannon set to have bins, then dwarves will load up whole bins....including the bin, which defeats the point.  Solution is of course two stockpiles, a binned pile set to give to an unbinned pile, set to give to the cannon.
I have been unable to get the 2-layer stockpile to work.  The haulers won't touch the blocks that're in the bins--it seems that they strongly prefer to keep the whole bin intact rather than separate its parts.  Instead, I have resorted to minecart-filled quantum stockpiles, which are useful anyway to replenish ammo stores after battle.  Actually, a better option might be Urist Da Vinci's work with Live Ammo, which might work for un-binning bins in addition to cages.  That'd cut down the hauling jobs for reloading by a factor of 5!  (5 blocks per bin), though you'd then have to ensure that ONLY binned ammo is placed in the cart.

5) Spikes/Corkscrews: upping the lethality on highly wooded maps.
Have you considered glass corkscrews?  With a magma forge, ammo production would require only time.

6) General Observation 3: Once you have defined a stop, you can remove the launch condition, meaning you can have it loaded ready with ammo to fire.
The high-precision knob I'm using is to change the departure condition to Guide when I don't want it to fire (credit to Xmoffitt).  Because shotguns only have 1 stop, dorfs can't figure out where to guide the cart and will instead just stand ready at the cart when it's fill condition is met.  To fire, you just set it to Push and it instantly fires.  Just be careful not to set it to Ride unless you want a Live Ammo-augmented shot.
Title: Re: The "How Does Minecart" Thread
Post by: brisid on June 03, 2012, 02:26:52 pm
Rapid-Fire Shotgun
Building on SmileyMan's and Burmalay's work, I have been researching shotguns for fort defense that have reduced reload times comparable to ballistas.

Design:
Side view:

 $ WWWW
X \ WWW               Legend: $=Track+RouteStop+MinecartStockpile
X  \  #                 \=TrackRamp,    W=Wall,     #=Fortification
X   \.W g g g g         X=Stairs,  .=Channel/hole   g=Victims
X_____W                 _=floor

Top-down view (through multiple z-levels):
      #         (note the fortifications to the "sides" of the shotgun)
X$\\\.#
      #


The "$" is the only hauling stop in this shotgun.  You don't need to build a TrackStop on it.  It should Take from at least 2-3 feeder stockpiles that are dedicated to this shotgun.  Additionally, the "$" is also a 1x1 minecart stockpile constrained to allow the minecart that's assigned to the route.
The idea is that after the shotgun effect, the minecart falls an additional zlevel down to a recovery level, and a dorf wanders down the staircase and thru the recovery tunnel to fetch it. He'll then put the cart onto a minecart stockpile; because the "$" is the closest one, he'll just put it there, saving an extra haul. 

Range and Spread:
Projectiles travel at most around 24 units from the fortification, and around 6 units to either side at a maximum 45-degree angle from parallel.  However, the best-damage range is less than 15 units.  I verified that a target 2 spaces away will get hit (significantly!); I haven't tested with a target right beside the wall.

Other Design Considerations:

Design Rationale:
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 03, 2012, 03:26:38 pm
From my testing it works well with the fortifications on the same level as victims - that way ammo will hit everything on its path, instead of flying above some of the victims.
Also I use roller connected to lever as launching mechanism (instead of dwarf pushing the cart).

So my setup looks like:
Code: [Select]

 $   W
>    W
 \   W
  \  #___g_g_g_g
   \.W
<<<<<W

$   route stop, cart loading place
    after loaded the cart is pushed to west and lands on roller

>   roller powered by gear activated by lever
    the roller and the ramp are made not accesible to dwarves so they can't grab the cart and put it back to route stop

<<  powered rollers bringing the cart back
    after moving to the left it climbs a ramp with powered rollers and finishes its trip on the route stop where it started


I am now experimenting with setup that has many moving carts on a circular track with rollers. Then after the lever is pulled they all are redirected to the launching track and all shoot their contents. The problem I encountered is that after hitting the wall the cart stays at its place for 10 frames, before it falls down. This causes the next cart to hit the first instead of the hitting wall, and it either shoots stuff too early or doesn't shoot at all. So now I am working on a setup that separates the carts so the second one doesn't go to the launching ramp before the path is clear.
Title: Re: The "How Does Minecart" Thread
Post by: Uristocrat on June 03, 2012, 05:08:21 pm
LIVE AMMO SHOTGUN:
Method has been verified with fort mode testing.

1. Make a minecart shotgun (where the cart rams a wall at high speed and the contents are ejected over the wall), but add a second stage (the cart's contents also hit a wall and eject their contents over it).

2. Load a cage containing a creature (animal, goblin, dwarf prisoner, etc.) into the minecart. A single cage holding many animals is best.

3. Fire.

4. Watch as the carts shotgun the cages, and the cages then shotgun the creatures (yes, in a conical pattern) in a parabolic path. The creatures suffer no injury until they land, unlike minecart riders, probably because of cage stasis.

Potential uses:
-Shoot goblin POWs at goblin sieges.
-Shoot zombies (necromancer, not evil region) at goblin sieges.
-Launch impressive swarms of war animals.
-Safely (well, for your dwarves) pit creatures in cages without having to open the cages or link them to levers.
-misc stunts and humor.

My dream of a flaming whalegun lives....
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on June 03, 2012, 06:21:57 pm
...Actually, a better option might be Urist Da Vinci's work with Live Ammo, which might work for un-binning bins in addition to cages.  That'd cut down the hauling jobs for reloading by a factor of 5!  (5 blocks per bin), though you'd then have to ensure that ONLY binned ammo is placed in the cart.
...

Several pages ago in this thread, I expanded on someone else's MIRV idea, and then theorized animal shotguns.
http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406

TLDR; It seems that any container will shotgun its contents when it impacts a surface at sufficient velocity. However, we can only accelerate minecarts on rails at this time.

The bins would be left behind, as well as any non-binned ammo, so it could be loaded into the cart for the next shot.
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on June 03, 2012, 07:41:04 pm
Have you considered glass corkscrews?  With a magma forge, ammo production would require only time.
The damned map with my cartcannons has by dint of bad luck got no iron (i checked with dfhack prospect, a small cheat I'm sorry for), and not even any tin to make bronze, so glass might be a good option. I'm digging down to the magma at the moment, but it's quite a bad tempered fort due to the constant testing of live ammunition on migrants and the need to sucker the greenskins in close enough with a few decoy dwarves, so progress downwards is slow.  A recent tantrum spiral took out 40 or so.

I'm not sure there's any sand though.  It's going to have to be copper at this rate.  Another alternative I might test is using metal bars - there's quite a lot of platinum about, which is twice as dense as silver, so should pack a punch.

I have the 2-pile system working perfectly; have you made sure the material settings for both piles are identical, and match the desired items for the cannon stop? Also make sure that the stop takes from the binless pile, and the binless pile takes from the binned pile?
Title: Re: The "How Does Minecart" Thread
Post by: brisid on June 03, 2012, 09:08:02 pm
I have the 2-pile system working perfectly; have you made sure the material settings for both piles are identical, and match the desired items for the cannon stop? Also make sure that the stop takes from the binless pile, and the binless pile takes from the binned pile?

Yep, I verified all that.  And when I manually got rid and disabled bins, my blocks flowed from one to the other to the minecart as expected.  I remember that my binless pile had a superset for desired items, but it only took from the binned piles, and the minecart wanted the exact same materials as the binned pile.  I wonder what I did wrong.
Title: Re: The "How Does Minecart" Thread
Post by: Quatch on June 03, 2012, 11:55:56 pm
So how do minecarts interact with traps (weapon, stonefall, etc?) laid on the trackway?
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 04, 2012, 12:06:22 am
So how do minecarts interact with traps (weapon, stonefall, etc?) laid on the trackway?

They don't.
Title: Re: The "How Does Minecart" Thread
Post by: Quatch on June 04, 2012, 12:38:31 am
any sort of on-crash interactions?
Title: Re: The "How Does Minecart" Thread
Post by: Marsunpaistii on June 04, 2012, 12:07:58 pm
Is it possible to make carts go uphill while loaded without using power aka. being pushed by dwarves? I tried to make a testing setup where 2 z levels down is a wood stockpile and a stop to fill the cart, and 2 z levels up from there is another stop to dump the wood. It worked fine except that instead of pushing the cart up 2 z levels, a dwarf carried the cart full of wood 2z levels up and rode the cart back down, which I intended to do in the first place. But how do I get the dwarves to push the cart up instead of carrying it?
Title: Re: The "How Does Minecart" Thread
Post by: Maxmurder on June 04, 2012, 12:11:48 pm
IIRC setting a minecart to ride will have a dwarf move the cart up ramps while staying on the tracks.

Push = no need for darf.
Ride = no need for power.
Guide = no need for tracks.
Title: Re: The "How Does Minecart" Thread
Post by: khearn on June 04, 2012, 12:48:08 pm
I've had dwarves guide carts up tracks for about 100 z-levels. You do need to make sure you get the tracks fully connected. When engraving tracks on ramps, you need to designate past the uphill side of the ramp in order to get the track carved both directions. If you end the designation on the ramp, the tracks will only connect on the downhill side. All of my ramps had straight track, and I've read of people having problems getting a turn on a ramp to work.

So use 'k' to examine every ramp and make sure is says EW or NS, and not just E, W, N or S, and also not NE NW SE or SW. You might have ramps that connect downward, but not upward.
Title: Re: The "How Does Minecart" Thread
Post by: Triskelli on June 04, 2012, 03:12:52 pm
Has anyone created any minecart computing components yet?
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on June 04, 2012, 04:02:55 pm
Yes. See above for some discussion on cart-based power convertors. Computation is performed as usual, with mechanical logic. At present, the most efficient converter uses a 2x2 track loop with a 'hook', a roller and a plate. It costs 7 power, a rope, a cart, and 3 gears, plus additional gears for attached components. Check the wiki (under mechanical logic:talk) for alternate designs.

http://www.bay12forums.com/smf/index.php?topic=109460.msg3315793#msg3315793 (http://www.bay12forums.com/smf/index.php?topic=109460.msg3315793#msg3315793)
Title: Re: The "How Does Minecart" Thread
Post by: UristMcDwarf on June 04, 2012, 04:49:33 pm
I've read about how mine-carts can skip on water and create mist. What if a dwarf was riding a water skipping cart, would the mist give them a happy thought, or would it sink and they die?
Title: Re: The "How Does Minecart" Thread
Post by: Triskelli on June 04, 2012, 04:59:09 pm
Yes. See above for some discussion on cart-based power convertors. Computation is performed as usual, with mechanical logic. At present, the most efficient converter uses a 2x2 track loop with a 'hook', a roller and a plate. It costs 7 power, a rope, a cart, and 3 gears, plus additional gears for attached components. Check the wiki (under mechanical logic:talk) for alternate designs.

http://www.bay12forums.com/smf/index.php?topic=109460.msg3315793#msg3315793 (http://www.bay12forums.com/smf/index.php?topic=109460.msg3315793#msg3315793)

So no minecart logic gates have been designed yet?
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on June 04, 2012, 05:38:57 pm
Yes. See above for some discussion on cart-based power convertors. Computation is performed as usual, with mechanical logic. At present, the most efficient converter uses a 2x2 track loop with a 'hook', a roller and a plate. It costs 7 power, a rope, a cart, and 3 gears, plus additional gears for attached components. Check the wiki (under mechanical logic:talk) for alternate designs.

http://www.bay12forums.com/smf/index.php?topic=109460.msg3315793#msg3315793 (http://www.bay12forums.com/smf/index.php?topic=109460.msg3315793#msg3315793)

So no minecart logic gates have been designed yet?

What, exactly, are you trying to accomplish, which can't already be done (more efficiently) by mechanical logic?
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on June 04, 2012, 05:42:27 pm
I've read about how mine-carts can skip on water and create mist. What if a dwarf was riding a water skipping cart, would the mist give them a happy thought, or would it sink and they die?

If the cart is fast enough, it won't sink. I don't know whether the dwarf would get a happy thought though.
Title: Re: The "How Does Minecart" Thread
Post by: Triskelli on June 04, 2012, 06:58:36 pm
What, exactly, are you trying to accomplish, which can't already be done (more efficiently) by mechanical logic?

Nothing that specifically needed minecart gates, I was just curious if there were any developed, and if they had any benefits.
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 04, 2012, 07:24:07 pm
I need your help guys.

I have this setup: (side view)
Code: [Select]
HS===
.
^


Where:
^    quantum stockpile of stuff, has pressure plate set to be activated by citizens
.    empty space
H    hatch cover
S=== minecart track with track stop that dump contents into the hatch

And the question is what sort of logic / mechanics should I add between the pressure plate and hatch cover to ensure that contents of the minecart never drop on a dwarf's head.


I was thinking about a simple NOT gate but the issue is that the hatch cover will close 100 steps after dwarf enters the pressure plate and this is enough time for an accident.

I was also thinking about installing two hatch covers - one above another, in such a way that when one opens then other closes. The bottom one would open and drop stuff when the plate sends off signal. The problem is again with the fact that NOT gate would sends open signal immediately while CLOSE signal is sent after 100 frame, so for 100 frames both hatches would be open, and again accidents will happen.

So I am thinking and thinking and can't think of a good design.
I already lost my best Mason when 15 stacks of prepared food dropped on him, don't want it to repeat...

Any ideas?


Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on June 04, 2012, 08:43:43 pm
Cartsponges:
Minecarts placed in 7/7 or 6/7 fluid (magma or water) will remove 1/7 or 2/7 fluid from the tile, creating fluid [833] in the cart. Carts placed in 5/7 or less fluid won't fill up with fluid.

Carts placed on the bottom of a multi-z-level body of water or magma will soak up some of the contents and potentially lower the surface height. A quantum stockpile of 100 empty minecarts could soak up 14-28 tiles of 7/7 fluid on the z-levels above. Presumably a modded cart with an absurdly large volume could drain larger amounts.

Dwarves won't drown if the height of water is reduced to 5/7.

Quantum Fluid Generators:

If a cart passes through a 7/7 fluid tile and leaves it as 6/7, then later dumps 2/7 fluid on top of that tile, you have created 1/7 fluid due to a rounding error or something. This could be mechanized to create magma generators based on carts driving in circles at high speeds. The design would have to prevent 1/7 fluid spots from evaporating.

If the cart instead leaves the tile as 5/7, then it will be refilled to 7/7 later, and you have net zero.

This could be used to make an above-ground structure (such as a floating fortress) have the ability to shoot magma from refilling storage tanks without having to build a pump stack. The "original" magma can be brought up by minecart.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on June 04, 2012, 09:54:50 pm
the question is what sort of logic / mechanics should I add between the pressure plate and hatch cover to ensure that contents of the minecart never drop on a dwarf's head.

Any ideas?

Welcome to the discussion. There has been some suggestion towards a room which only ever allows one dwarf its use, which employs a one-way pathing system... but... short of that, I'm not sure a solution has yet been discovered for the 100-tick problem. It's either a matter of a bridge's delay or that of a NOT gate's plate. Page #21.

http://www.bay12forums.com/smf/index.php?topic=109460.msg3297088#msg3297088 (http://www.bay12forums.com/smf/index.php?topic=109460.msg3297088#msg3297088)

Presumably a modded cart with an absurdly large volume could drain larger amounts.

Quantum Fluid Generators:

This could be mechanized to create magma generators based on carts driving in circles at high speeds.

...refilling storage tanks...

I can hardly wait until your publish your fortress maps. It is sure to make good reading. :)
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on June 04, 2012, 11:04:12 pm
Sadly, I just verified that carts with absurdly large volumes still only draw at most 2/7 fluid from a tile, and this fills them to their max capacity, which leaves no more than 7/7 fluid when dumped. So modding can make fluid generators easier (take 2/7, dump 7/7) but not much else.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on June 05, 2012, 12:36:52 am
A 350% improvement to efficiency ain't nothing to sniffle at. Looks like there's some hard-coded numbers & behaviours in the mix.
Title: Re: The "How Does Minecart" Thread
Post by: Martin on June 05, 2012, 01:09:13 am
Any ideas?


Here's what I'd start with, and experiment to get it tuned.


Have two paths to the stockpile. You're making a one-way pathway. You'll have a normal pathway that dwarves will normally go in and out of. Just before a cart reaches the stop, it hits a pressure plate which triggers a number of things:


1) It opens a hatch over a pit two tiles from the stockpile along the normal hallway. One tile from the stockpile put another pit with a retracting bridge that is also hooked to the same pressure plate. Anyone going to the stockpile in the next 100 ticks will be blocked and turned away by the open hatch. Anyone going to the stockpile in the 100 ticks after that, after the hatch has closed will hit the open bridge and be turned away. Anyone falling in eihter pit will have a stairway back up to the hallway on the safe side from the stockpile. This keeps anyone from approaching the stockpile for 200 ticks.
2) Anyone on the stockpile is now trapped. Put a door on the other side of the stockpile that leads to a hallway back to the other side of the pit that's at least 20 tiles long. This is a one-way door. The door is normally closed and so nobody will path down those 15 tiles until a cart is arriving. Anyone on the stockpile won't be able to path over the pit but will be able to path through the door. 100 ticks should be plenty of time for them to pick put their stuff and acquire the new path. Anyone pathing back up the one-way hallway won't have time to reach the door in the 100 ticks before it closes. So, this lets people out, but nobody in.
3) Replace the hatch under the quantum stockpile with a retracting bridge. It has a 100 tick delay, allowing anyone underneath time to pick up their stuff and walk out through the door. Nobody can arrive in the next 200 ticks, so you have a buffer of time for the cart to get from the pressure plate to the stop, to dump, to open the bridge, for the stuff to fall, and for everything to reset.


I also have a design for a latched trigger that might be useful in a setup like this, though how is escaping me:


Code: [Select]
>P=<
*-**


>< rollers pushing east/west
P pressure plate
= track
* gears
- axle


Use two carts on the track. When pushed to the west, one cart sits on the plate and holds it down. When the west gear assembly is activated, it pushes both carts east and off the plate. Depending on how you are resetting the cart after a dump, you could use the carts arrival to seal off the path to the stockpile and the carts departure to open it up.
Title: Re: The "How Does Minecart" Thread
Post by: chewie on June 07, 2012, 05:03:16 pm
I got a question about sending carts up z-levels:
If I use the spiral ramp design provided in this post (http://www.bay12forums.com/smf/index.php?topic=109460.msg3336577#msg3336577) for, let's say 30 z-levels, carve a track and install rollers pushing carts upwards on each level and power them, will I be able to give the cart a single push on the lowest level and as soon as it gets on the ramp spiral with the active rollers it travels up all levels by itself?
Title: Re: The "How Does Minecart" Thread
Post by: khearn on June 07, 2012, 05:09:14 pm
Dunno, when I made that design I just had the dwarves guide the carts all th way up. I haven't tried rollers at all.

I think it should work, though. If that won't work then rollers don't sound very useful. Give it a try and let us know. :)
Title: Re: The "How Does Minecart" Thread
Post by: chewie on June 07, 2012, 05:26:16 pm
Give it a try and let us know. :)

Actually, I will. I'll make a new world with a bajillion embark points (because you know, ropes :-\), start a new fortress and try to do this . But not now. Tomorrow or during the weekend.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on June 07, 2012, 05:30:59 pm
I got a question about sending carts up z-levels:
If I use the spiral ramp design provided in this post (http://www.bay12forums.com/smf/index.php?topic=109460.msg3336577#msg3336577) for, let's say 30 z-levels, carve a track and install rollers pushing carts upwards on each level and power them, will I be able to give the cart a single push on the lowest level and as soon as it gets on the ramp spiral with the active rollers it travels up all levels by itself?

I pulled that just the other day.

A 3x3 spiral up from the first cavern to the surface, hauling silver nuggets. One roller required every THIRD z-level. Activated once full with a little push.
Title: Re: The "How Does Minecart" Thread
Post by: chewie on June 10, 2012, 02:32:04 pm
Ok, I did it, and it works indeed. I actually made a double helix ramp spiral, whereby the cart rides down 60 z-levels on one helix and automatically (I made a loop at the bottom) back up on the other one in a astonishing 10 seconds and less. Although Terrydactyl said there's only a roller required every 3 z-levels I put one on every level just for the sake of it.

Have a sketch
Code: [Select]
█████
██▼╦█
█▲G╦█
█╚▼██
█████

G=gear assembly
╦=roller facing south (there's of course an upward ramp under the southern roller)

Next upper/lower level is basically the same layout rotated 180 degrees.
I'll upload a movie to the DFMA and post instructions later if there's interest for that. Actually building that thing involves some weird steps, mainly because the power supply for it is actually in the middle of the helix (the G).

edit: The record on DFMA (http://mkv25.net/dfma/movie-2440-minecartspiral60z-levelsin10seconds)
Title: Re: The "How Does Minecart" Thread
Post by: xmoffitt on June 10, 2012, 09:10:09 pm
Friction !!Science!!

I have done considerable experimentation in an attempt determine the precise model and constants used by the game for minecart physics.  Here are my results so far.

Design of Experiment

I created a straight track where I could measure the run-out distance in a variety of track features.  The route stop was at distance "0", and a push was used to start the carts.  At times, I also plotted the per tile delays on several of the runs.  I then wrote a python program to model those tracks and compare them to the observed results.

Findings

Here are results from an entirely carved track.
Spoiler (click to show/hide)

It is interesting to note that the delays both increase and decrease as they are trending downward.  This points out the exciting fact that both position and speed are tracked by the engine with more precision than integer tiles!  However, if you change the X axis to time, you get an even better result.

Spoiler (click to show/hide)

The most exciting fact from this chart is speed is decreasing linearly with time.   This implies a constant acceleration (slowdown) due to friction.   One anomaly from the dataset is the ticks of delay at tile 1 (trimmed from the previous charts).  It took 2 ticks of delay to leave tile 1, but subsequent delays jumped up to 5 ticks.    The only explanation that made sense was the cart was placed at distance 0.5 by the initial push impulse.

Next, I tinkered with my model until I could precisely reproduce the observed results.  Here it is (simple model):


Observations


Future Work

The best overall outcome would be to take this data and make a web-app that allows you to input the track and lets you know how it will work.  Fort designers could use it to engineer their forts for safety and fun.   Who knows if I'll ever get the time for that.

I do have partial results for the values of rollers and ramps.  Here is a small preview: rollers accelerate very quickly up to a maximum speed depending on roller strength.   Lowest is 131 milli tiles / tick and Low is 200 milli tiles / tick (the same as a push).  Unpowered rollers are the same friction as carved track.  Rollers moving "against the grain", even at Low are powerful enough to reverse the direction of the cart.


Title: Re: The "How Does Minecart" Thread
Post by: Martin on June 10, 2012, 11:38:43 pm
Push - positions a cart at distance of 0.5 from the stop and imbues it with an initial velocity of 200.0 tiles / kilo ticks. 


Very nice work. Thank you for taking the time.


This 0.5 distance also explains why pushing a cart with a 1 tile pit immediately next to the stop results in the cart falling into the pit, but putting the pit just one tile further away allows the cart to fly over the pit.
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 11, 2012, 01:26:47 am
Awesome findings!
They should be added to the wiki!

I do have partial results for the values of rollers and ramps.  Here is a small preview: rollers accelerate very quickly up to a maximum speed depending on roller strength. Lowest is 131 tiles / kilotick and Low is 200 tiles / kilotick (the same as a push).

From my testing maximum speed the cart can get from Highest-speed rollers is 2 [ticks / tile] which is 500 [tiles / kilotick] in your units.
It seems that the cart can get such speed while passing as few as ONE tile of Highest-speed rollers. Further rollers don't accelerate it more.

Title: Re: The "How Does Minecart" Thread
Post by: khearn on June 11, 2012, 12:10:03 pm
It is interesting to note that the delays both increase and decrease as they are trending downward.  This points out the exciting fact that both position and speed are tracked by the engine with more precision than integer tiles!  However, if you change the X axis to time, you get an even better result.

This agrees with what I've been finding in my falling tests. When falling, a dwarf seems to start 0.7 tiles above the bottom of a z-level, and accelerates downward from there. I've come up with a value for g of about 0.03207 z-levels/tick2.

Are you sure about your units? tiles2/kilotick doesn't sound right for an acceleration. I'd expect your deceleration units to be tiles/kilotick2, or maybe tiles/(kilotick*tick) which is a little more awkard to write, but easier to calculate. Your unit of speed is tiles/kilotick, and the speed changes over time, so acceleration or deceleration should be '(distance/time) / time' or 'distance/(time * time)'  (both are the same thing, just different ways of writing it).
Title: Re: The "How Does Minecart" Thread
Post by: xmoffitt on June 11, 2012, 02:02:19 pm
Are you sure about your units? tiles2/kilotick doesn't sound right for an acceleration. I'd expect your deceleration units to be tiles/kilotick2, or maybe tiles/(kilotick*tick) which is a little more awkard to write, but easier to calculate. Your unit of speed is tiles/kilotick, and the speed changes over time, so acceleration or deceleration should be '(distance/time) / time' or 'distance/(time * time)'  (both are the same thing, just different ways of writing it).

Thank you for catching that error.  I edited my post to have the correct units of tiles/(kilotick*tick).  The reason I chose such an awkward  units is because the values generally came out to such nice integers.   This, to me, was a strong indicator that they were in fact numbers that Toady may have typed into his source code.
Title: Re: The "How Does Minecart" Thread
Post by: blue sam3 on June 11, 2012, 03:18:26 pm
Are you sure about your units? tiles2/kilotick doesn't sound right for an acceleration. I'd expect your deceleration units to be tiles/kilotick2, or maybe tiles/(kilotick*tick) which is a little more awkard to write, but easier to calculate. Your unit of speed is tiles/kilotick, and the speed changes over time, so acceleration or deceleration should be '(distance/time) / time' or 'distance/(time * time)'  (both are the same thing, just different ways of writing it).

Thank you for catching that error.  I edited my post to have the correct units of tiles/(kilotick*tick).  The reason I chose such an awkward  units is because the values generally came out to such nice integers.   This, to me, was a strong indicator that they were in fact numbers that Toady may have typed into his source code.

The units are a lot less awkward if you right them as millitiles/tick2
Title: Re: The "How Does Minecart" Thread
Post by: Xen0n on June 12, 2012, 02:32:58 pm
--snip--
This could be used to make an above-ground structure (such as a floating fortress) have the ability to shoot magma from refilling storage tanks without having to build a pump stack. The "original" magma can be brought up by minecart.

Honestly, even without the quantum fluid replication effect, the liquid carrying capacity of minecarts has probably been the most exciting prospect for me (still using 34.07).  Even with the reduced number/height of caverns I use, magma is deep, and making magma pistons has been too time consuming to pull off successfully in any of my forts, and I've never even attempted a pump stack (or anything else requiring 'power'), since as I understand it all the methods used to generate the 'power' in the first place take a huge toll on your FPS, which I can't afford. 

Pulling 2/7 of magma one cart at a time up from the magma sea may not be terribly fast, but it seems like something I could set up very quickly and simply, and just let them slowly fill up a surface reservoir over the course of a few months.
Title: Re: The "How Does Minecart" Thread
Post by: Minnakht on June 13, 2012, 02:59:49 am
Has anyone suggested some way of making minecart bouncers?
Basically: If I had a 2x2 passage suspended in the air as a way to enter my fort, could I build two strands of track on the passage, connect their respective ends to form loops, and then put a hellish lot of rollers on there, and finally, send a minecart to each loop?

Sort of like...

Code: [Select]
...XX.I.
.TTTTTT.
.R.TT.R.
.R.TT.R.
.R.TT.R.
.R.TT.R.
.R.TT.R^
.R.TT.R.
.R.TT.R.
.R.TT.R.
.TTTTTT.
...XX.O.

X - floor, T - track, R - rollers (the shape is meant to be two separate, 3x10 loops) I and O - indicators one way is inside the fort and one way is outside the fort, caret - indicator of cart direction ('upwards' on the outer parts of loops)

Basically, I'd like it to work like this - when a lever is pulled, one (or more) minecart per loop starts being rolled by the rollers and going around the loop at an everythingbreaking speed. Goblin invaders or whatnot try to walk on the bridge and get smashed by the minecart. When the lever is pulled again, the rollers depower and the cart stops somewhere, preferably on the outer side of the loop.

Is this doable somehow, and if yes, would it be efficient? Would I need more rollers?
Title: Re: The "How Does Minecart" Thread
Post by: EvilTwin on June 13, 2012, 04:46:45 am
[...]
Would I need more rollers?

You know you want to add more rollers.
Title: Re: The "How Does Minecart" Thread
Post by: chewie on June 13, 2012, 05:06:27 am
Basically, I'd like it to work like this - when a lever is pulled, one (or more) minecart per loop starts being rolled by the rollers and going around the loop at an everythingbreaking speed. Goblin invaders or whatnot try to walk on the bridge and get smashed by the minecart.

Problem is, as soon as the enemies get hit, the minecart stops (or doesn't it?). You might want to put rollers everywhere so it keeps running. But [BUILDINGDESTROYER]s will be able to deconstruct them, I guess.

You could also shoot the carts over a little moat at the enemy and down in the moat are rollers installed that bring the cart back up again.
Will rollers bring a cart that falls on them back on track?
Title: Re: The "How Does Minecart" Thread
Post by: khearn on June 13, 2012, 12:29:27 pm
You're carts are probably going to be moving too fast to make the turn onto the bridge. The other turns can be done by having walls on the outside of the turn, but there's no room for walls there.
Title: Re: The "How Does Minecart" Thread
Post by: xmoffitt on June 13, 2012, 08:34:49 pm
Pothole Boosters

As an unintended side-effect of my ramp research, allow me to introduce Pothole Boosters!  A Pothole Booster is just a down ramp followed by an up ramp.  However, due to an unintended truncation effects of the physics engine, a cart will often exit the pothole faster than it entered!

As a demonstration, here is a cyclotron that gets up to (and maintains forever) an average speed of about 600 millitiles/tick from a  single push (East from just under the door).   Warning, attempts to replicate may be hazardous to the health of your dwarves.
(http://s16.postimage.org/fig4lo8cx/pothole_cyclotron.png)
Title: Re: The "How Does Minecart" Thread
Post by: Di on June 14, 2012, 12:17:57 pm
Pothole Boosters
They work indeed, I have one going at near tile per tick right after acceleration. Strangely, down the ramps cart spends 3 ticks on downward ramp (accelerating one) and one on the upward.
It is length sensitive though:
The one which had 10 straight tiles and two turns between accelerators didn't work, but when I had shortened it to 7 straight and two tuns just like in xmoffitt's one, it worked nicely.
Title: Re: The "How Does Minecart" Thread
Post by: Shoruke on June 14, 2012, 01:36:19 pm
I need to try this sometime.

Also, will the weight of the ammunition influence damage? So candy stuff might not be so good, but platinum blocks/statues would uberdominate?

Also, if you have an evil area, load up a cart with body parts, shotgun the siegers with them, and then the body parts spontaneously reanimate and keep attacking. (you might want to have a P:FTW type thing handy to deal with the mess of perma-zombies that's going to leave you with, but it would still be funny)
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on June 14, 2012, 01:41:19 pm
I've never even attempted a pump stack (or anything else requiring 'power'), since as I understand it all the methods used to generate the 'power' in the first place take a huge toll on your FPS, which I can't afford.
The one-wheel reactor can be filled up to the point where the all the tiles have a fixed amount of water but the ones under the waterwheel are still classed as 'flowing'. If you have like 200 levels to move the magma then that's a lot of bucketloads, but anything less than a hundred levels shouldn't be too irritating.

Quote
Pulling 2/7 of magma one cart at a time up from the magma sea may not be terribly fast, but it seems like something I could set up very quickly and simply, and just let them slowly fill up a surface reservoir over the course of a few months.
Are you using the magma for offence, or for workshop power? If it's the latter, you only need twice as many cartloads as there are magma workshops.
Title: Re: The "How Does Minecart" Thread
Post by: ohgoditburns on June 14, 2012, 02:11:35 pm
I need your help guys.

I have this setup: (side view)
Code: [Select]
HS===
.
^


Where:
^    quantum stockpile of stuff, has pressure plate set to be activated by citizens
.    empty space
H    hatch cover
S=== minecart track with track stop that dump contents into the hatch

And the question is what sort of logic / mechanics should I add between the pressure plate and hatch cover to ensure that contents of the minecart never drop on a dwarf's head.


I was thinking about a simple NOT gate but the issue is that the hatch cover will close 100 steps after dwarf enters the pressure plate and this is enough time for an accident.

I was also thinking about installing two hatch covers - one above another, in such a way that when one opens then other closes. The bottom one would open and drop stuff when the plate sends off signal. The problem is again with the fact that NOT gate would sends open signal immediately while CLOSE signal is sent after 100 frame, so for 100 frames both hatches would be open, and again accidents will happen.

So I am thinking and thinking and can't think of a good design.
I already lost my best Mason when 15 stacks of prepared food dropped on him, don't want it to repeat...

Any ideas?

Here's what I'm currently using. No casualties yet, and very similar to yours.

Code: [Select]
.
.Drop Chute
.
.
# Hatch cover
=+^ Stockpile, Door, Pressure plate linked to stockpile

When a dwarf enters the room, it opens the hatch, and the items fall into the stockpile right before he gets there. (Happens again as he hauls things out.) I'm not sure if single tile stockpiles accept more than one simultaneous job... if it does, then multiple dwarves going in and out could complicate things.

There's an easy way around this though. But a secondary stockpile right outside the quantum drop. Give this one a wheelbarrow and have it only take from the quantum stockpile. This should force there to be only one job active on the quantum drop at a time.
Title: Re: The "How Does Minecart" Thread
Post by: Xen0n on June 14, 2012, 03:00:24 pm
I've never even attempted a pump stack (or anything else requiring 'power'), since as I understand it all the methods used to generate the 'power' in the first place take a huge toll on your FPS, which I can't afford.
The one-wheel reactor can be filled up to the point where the all the tiles have a fixed amount of water but the ones under the waterwheel are still classed as 'flowing'. If you have like 200 levels to move the magma then that's a lot of bucketloads, but anything less than a hundred levels shouldn't be too irritating.

I'm actually looking into just covering the surface river with waterwheels, as from your explanation, I take it the river counts as 'flowing' even though the entire river is constantly completely 7/7?


Quote
Pulling 2/7 of magma one cart at a time up from the magma sea may not be terribly fast, but it seems like something I could set up very quickly and simply, and just let them slowly fill up a surface reservoir over the course of a few months.
Are you using the magma for offence, or for workshop power? If it's the latter, you only need twice as many cartloads as there are magma workshops.

Yeah, I'm imagining mostly for magma furnaces, so that actually seems pretty fast to get them set up, using guided carts on a 1-tile wide spiral ramp track as soon as I reach magma.  I haven't had much luck with decentralised forts due to all the job cancellation spam due to burrows.
I typically end up turning Temperature off a few years into my forts, before I even reach magma, due to FPS concerns, so I have not done much experimenting with magmatic weaponry (undwarflike, I know :C ).  But I figure if I ever do get to a point someow via tweaking worldgen etc. where I can handle it, I figure setting a cart to dump into an ever-expanding reservoir (keep it small at first to prevent evaporation), could get me a decent amount over the course of a few years, which is how long it'd probably take me to get magma to the surface via convential means, but this has the benefit of only needing a miner to carve out the inital ramps, and then a single hauler to dump magma while I use the rest of my dwarfpower elsewhere.  I suppose multiple tracks dumping into the same reservoir could go even faster.
Title: Re: The "How Does Minecart" Thread
Post by: ohgoditburns on June 14, 2012, 03:04:30 pm

I'm actually looking into just covering the surface river with waterwheels, as from your explanation, I take it the river counts as 'flowing' even though the entire river is constantly completely 7/7?



Nope. If you embark on a major river, you'll notice that the tiles on the 'out' end never get to 7/7.
Title: Re: The "How Does Minecart" Thread
Post by: Xen0n on June 14, 2012, 04:04:39 pm

I'm actually looking into just covering the surface river with waterwheels, as from your explanation, I take it the river counts as 'flowing' even though the entire river is constantly completely 7/7?



Nope. If you embark on a major river, you'll notice that the tiles on the 'out' end never get to 7/7.

Yeah, that did happen when I first embarked.  I set about putting a floodgate just in front of that area to keep all the remaining river at 7/7 (which worked), but for some reason, now even when I leave the floodgate open the entire river is at 7/7.  I guess I fixed it?  It is a mystery.
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 14, 2012, 06:21:00 pm
Yeah, I'm imagining mostly for magma furnaces, so that actually seems pretty fast to get them set up, using guided carts on a 1-tile wide spiral ramp track as soon as I reach magma.

I wonder if it is possible to just build a simple staircase, and have the dwarf simply haul the minecart with magma. Someone mentioned earlier in this thread that the hauling dwarf would have his hands burned or would even die.
But what is I assign him to a squad and give him +Steel gauntlets+ ?
Even if this wont work, how far would such a dwarf haul the magma minecart before his hands burn? Perhaps he long enough so he could climb the 70z-levels staircase? Then I would both have magma in the suface and patients for my doctor to train on.

Going to test hauling of magma minecarts in the arena now.
Title: Re: The "How Does Minecart" Thread
Post by: Xen0n on June 14, 2012, 06:28:16 pm
Yeah, I'm imagining mostly for magma furnaces, so that actually seems pretty fast to get them set up, using guided carts on a 1-tile wide spiral ramp track as soon as I reach magma.

I wonder if it is possible to just build a simple staircase, and have the dwarf simply haul the minecart with magma. Someone mentioned earlier in this thread that the hauling dwarf would have his hands burned or would even die.
But what is I assign him to a squad and give him +Steel gauntlets+ ?
Even if this wont work, how far would such a dwarf haul the magma minecart before his hands burn? Perhaps he long enough so he could climb the 70z-levels staircase? Then I would both have magma in the suface and patients for my doctor to train on.

Going to test hauling of magma minecarts in the arena now.

You're doing Armok's work there, Rafal99.  :salute:
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on June 14, 2012, 06:40:13 pm
I'm actually looking into just covering the surface river with waterwheels, as from your explanation, I take it the river counts as 'flowing' even though the entire river is constantly completely 7/7?
The few tiles at the end aren't, but most of the water isn't moving in a way that eats FPS (items that end up in an undisturbed river don't get moved around. Contaminants do, but not anything that's a haulable object. Compare that with the way pump operators can get pushed around by backwash, or the difference in the arena between the water near the map edges and the water near the top of the waterfall). Water created at one end of the map doesn't move from one tile to another, displacing other water as it goes, but looks around for a tile that isn't full of water and appears there instead. For an average four-tile-wide body of water, this means about a dozen squares actively moving water from tile to tile in a way consistent with normal physics.
Title: Re: The "How Does Minecart" Thread
Post by: khearn on June 14, 2012, 06:43:33 pm
I'm pretty sure I've sen it reported that dwarves will carry a minecart loaded with magma up stairs, and do so with no damage. It was probably earlier in this thread, or else in the "Minecarts are for what? No, really. (http://www.bay12forums.com/smf/index.php?topic=110931.0)" thread.
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 14, 2012, 06:51:39 pm
I did testing in the arena and got some promising results:

1. A dwarf who carries minecart with magma will have his hands melting.
In some turns nothing happens while in another turn you get "You are melting" x100 type of messages.

In all tests the dwarf carrying the magma minecart will bleed to death after about 30 moves.
But since the minecart with magma is very heavy, the dwarf carrying it moves at 1/10 speed (99 in adventurer-speed-units).
So in other words he WILL die after about 300 of typical-dwarf turns.

2. Making him wear Steel Gauntlets or any other handwear doesn't help all, he still dies after about the same time.

3. Now the fun part:
If you grab the magma minecart and an empty minecart and put the magma minecart into the empty minecart so you get something like this when looking into inventory:
Code: [Select]
iron minecart
. iron minecart
  . magma [833]

You will only get the melting injuries for one turn (possibly from the fact that you had to grab the magma minecart for one turn to put it into the other minecart).
After this the little hand burns you got will quickly heal and the dwarf won't get any further burning injuries.
He can carry the double minecart with magma for long time without any issues.



I'm pretty sure I've sen it reported that dwarves will carry a minecart loaded with magma up stairs, and do so with no damage. It was probably earlier in this thread, or else in the "Minecarts are for what? No, really. (http://www.bay12forums.com/smf/index.php?topic=110931.0)" thread.

Are you sure you had temperature enabled?
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 14, 2012, 07:16:26 pm
Conclusions on how to move magma in minecarts without track across z-levels:
1. Have the short track passing through magma to load minecarts with magma.
2. Have minecart stockpile very close (so dwarves dont touch magma minecarts for too long).
3. Unassign the magma minecart from the track so they get put into stockpile.
Even better: you can make the magma loading track in such a way that minecarts end their way in minecart stockpile automatically.
4. Have a hauling route with 2 stops between which you want to move the magma. Have the first stop take furniture->minecarts from the magma minecarts stockiple. Have the final stop drop the contents into another minecart stockpile.
5. Assign some empty minecart to this route, have it loaded with magma minecarts, then moved and unloaded at destination.
One minecart can contain 12 other minecarts! It is because minecart capacity is 50000 while its size is 4000 - size only takes into account volume of material the object is made from, not the actual dimensions of the object.
6. Now you have stockpile with magma minecarts near the destination. Build a track stop that dumps its contents where you want the magma to be placed.
7. Make several hauling routes with one stop at the target track stop and assign magma minecarts to the routes. Distance between the final minecart stockpile and the track stop must be small (so dwarves dont touch magma minecarts for too long).
8. Have the dwarves drop the magma from the minecarts.
9. Bonus if you assign dwarves who with high strength, toughness and recuperation to hauling magma minecarts at the 3. and 8. Strength will minimize the time it takes them to haul the minecart so less chance of them dieing.

This may seem like a lot of work, but if you want just a few magma tiles near the surface for your workshops, this is less work than designating 100z-levels of spiral minecart track.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on June 14, 2012, 07:53:19 pm
I'm pretty sure I've sen it reported that dwarves will carry a minecart loaded with magma up stairs, and do so with no damage. It was probably earlier in this thread, or else in the "Minecarts are for what? No, really. (http://www.bay12forums.com/smf/index.php?topic=110931.0)" thread.

Here:
http://www.bay12forums.com/smf/index.php?topic=109460.msg3297524#msg3297524

Guiding the minecart doesn't result in damage.

I did testing in the arena and got some promising results:
...
At the time, I also tested in the arena (the same things that you tried). However, fort mode dwarves have access to a special way of moving the carts that adventurers can't do. If you try riding the cart, for example, you will find that you are undamaged. Guiding it is similar.

Overall, this thread has lots of useful information hidden on the earlier pages. In fact, it was created so that people would be able to find information before they have to ask the question. Maybe the wiki is a better place for that then a thread.
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 14, 2012, 08:42:02 pm
I did testing in the arena and got some promising results:
...
At the time, I also tested in the arena (the same things that you tried). However, fort mode dwarves have access to a special way of moving the carts that adventurers can't do. If you try riding the cart, for example, you will find that you are undamaged. Guiding it is similar.

Overall, this thread has lots of useful information hidden on the earlier pages. In fact, it was created so that people would be able to find information before they have to ask the question. Maybe the wiki is a better place for that then a thread.

The point of my testing was specificially HAULING of the minecart with magma.

Not guiding, pushing or riding, because they all these require you to build a complex track across many z-levels.
And yeah I know it was tested earlier in this thread that guiding doesn't hurt dwarves while hauling does hurt them.
But noone have found a way to make hauling of magma minecarts safe without the need for a track. While I did.
Title: Re: The "How Does Minecart" Thread
Post by: Xen0n on June 14, 2012, 09:43:19 pm
I did testing in the arena and got some promising results:
...
At the time, I also tested in the arena (the same things that you tried). However, fort mode dwarves have access to a special way of moving the carts that adventurers can't do. If you try riding the cart, for example, you will find that you are undamaged. Guiding it is similar.

Overall, this thread has lots of useful information hidden on the earlier pages. In fact, it was created so that people would be able to find information before they have to ask the question. Maybe the wiki is a better place for that then a thread.

The point of my testing was specificially HAULING of the minecart with magma.

Not guiding, pushing or riding, because they all these require you to build a complex track across many z-levels.
And yeah I know it was tested earlier in this thread that guiding doesn't hurt dwarves while hauling does hurt them.
But noone have found a way to make hauling of magma minecarts safe without the need for a track. While I did.

Many Bothans Dwarves died to bring this information.  I will make sure it is put to good use :D
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 15, 2012, 12:05:46 am
I just got another awesome idea how to haul magma in minecarts without a track:
Magma Minecarts inside Wheelbarrows!

The whole design can even be completely automated!
Without the need to assign and unassign minecarts to different tracks at a time.


Plan - near the surface (side view):

Oddddd=====S==<<Zccccc
                   U

Near the magma (side view):

Obbbbb==        ==<<Xaaaaa
             \7777/


Explanation:
\7777/ - magma reservoir, with tracks in it and rollers to bring minecart up the ramp
U - here we want magma
aabbccdd - stockpiles accepting minecarts
===<< - track and rollers
S - track stop, set to lowest friction (so it doesn't stop the minecart), set to dump the contents perpendicular to the track into the U
XZ - track stops set to dump their contents to the left
O - wall to stop minecarts


The process goes like that:
1. Empty minecarts are put into stockpile aaaaa
2. There is a hauling route with one stop on X, with assigned vehicle, set to take furniture->minecarts from stockpile aaaaa.
3. Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.
4. Rollers move the empty minecart into the magma reservoir, they get filled with magma, then the roller on ramp moves them up, they follow the track, then go out of it and stop at the wall, effectively the minecart with magma is being placed stockpile bbbbb.
5. Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves savely transport the minecarts with magma inside wheelbarrows into the surface into stockpile ccccc.
6. There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture->minecarts from stockpile ccccc.
7. Magma minecarts are put into the minecart on track stop Z, the track stop dumps them to the left, placing them on the rollers. (same as in 3.)
8. Rollers move the magma minecart along the track, they pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall, effectively the emptied minecart is being placed stockpile ddddd.
9. Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.
Then we go back to start and the whole think repeats.


I did a quick test and dwarves happily move minecarts inside wheelbarrows between minecart stockpiles.
Title: Re: The "How Does Minecart" Thread
Post by: Di on June 15, 2012, 08:05:09 am
And yeah I know it was tested earlier in this thread that guiding doesn't hurt dwarves while hauling does hurt them.
But noone have found a way to make hauling of magma minecarts safe without the need for a track. While I did.
Nope, to everything.
Spoiler (click to show/hide)
This gentleman has explained everything already:
Here:
http://www.bay12forums.com/smf/index.php?topic=109460.msg3297524#msg3297524
At the time, I also tested in the arena (the same things that you tried). However, fort mode dwarves have access to a special way of moving the carts that adventurers can't do.
Even a dwarf armed with axe, one iron shield and six crying shields can haul one additional item, because they use telekinetic powers given to them by fortress collective mind.
I like your idea of automatic dumping carts on to rails though.
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 15, 2012, 09:37:42 am
Ok, thanks for the info then.
I quite followed this thread from the start but obviously I could skip or forget some stuff people mentioned.

Still I had a lot of creative fun while thinking about my design. :)

And thinking about it, most of it still remains useful:
- Dumping carts onto rails, or having them move from the track directly to the stockpile should save some micromanagement of creating many hauling routes with one minecart each.
- Having the minecarts being moved inside wheelbarrows should make their hauling MUCH faster. They are very heavy when full and dwarves move at about 1/10 speed when hauling full minecart. With wheelbarrow they would move at full speed.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on June 15, 2012, 12:51:08 pm
Maybe it's time thread OP make an update.
Title: Re: The "How Does Minecart" Thread
Post by: Xen0n on June 15, 2012, 12:54:56 pm
Ok, thanks for the info then.
I quite followed this thread from the start but obviously I could skip or forget some stuff people mentioned.

Still I had a lot of creative fun while thinking about my design. :)

And thinking about it, most of it still remains useful:
- Dumping carts onto rails, or having them move from the track directly to the stockpile should save some micromanagement of creating many hauling routes with one minecart each.
- Having the minecarts being moved inside wheelbarrows should make their hauling MUCH faster. They are very heavy when full and dwarves move at about 1/10 speed when hauling full minecart. With wheelbarrow they would move at full speed.

That automated wheelbarrow magma minecart hauling method basically fixes my longstanding problem of not being able to easily (and without FPS drain) get some magma to the surface.  Not only that, it makes delicious use of non-Euclidean Dwarven geometries to hold objects larger that other objects, inside those objects.  Also magma is being carried in a wooden wheelbarrow essentially.  Perfect.  :D
Title: Re: The "How Does Minecart" Thread
Post by: melphel on June 15, 2012, 10:27:53 pm
I have a few small discoveries regarding minecart rides.

1.Dwarves can admire buidlings while riding mine carts.
2.Dwarves will not fall asleep during a ride (at least not from being drowsy).
3.If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance.
Title: Re: The "How Does Minecart" Thread
Post by: Di on June 16, 2012, 05:57:58 am
Well, that teleportation thingy grieves me deeply. It provides neither means for teleporting dwarfs, nor ways to hurt creatures behind the wall.
I had observed the phenomenon when high speed cart was running over down ramp it was meant to follow.
The setup
Code: [Select]
.| _____
../
('|' is a wall, '.' -floor, '_' -rails, '/' -ramp)
Cart enters from right. Instead of going down it appears to the left of the wall at zero speed, all contents are dumped on ramps.
During the piloted run, the volunteer was hit by the cart while above the ramp then collided with wall and floor consequently.
While experience was unpleasant at best dwarf got away with a pair of bruises and broken wrist which is something unexpected considering that dwarf bumped by cart of this speed and mass would leave a long trail of brains in tunnel.
The fact that rider happened outside the cart suggests that the collision with a wall takes place. Based on faster than light carts theory I could suggest that cart gets placed around .51 in the wall during its flight which causes collision to occur. Speed is set to zero but coordinate rounding up causes the cart to be placed on the other side.
This doesn't rules out the possibility of warping through the wall without collision but it means the speed must be even higher.
This behavior was observed on 14 z-level slope with galena filled lead cart weighting over 4000 urists total. Mass is relevant since 500 urists cart will get airborne in only 6 levels of acceleration.
Also, I've sometimes noticed galena boulder ending up in the same tile as cart, but I can't say if they teleported or got there by other means.
Title: Re: The "How Does Minecart" Thread
Post by: Oaktree on June 16, 2012, 05:23:07 pm
Probably needs a summary thread at some point in the Wiki.  Perhaps as "Minecart Talk" being presented by Urist and Urist, the HammerIt Bros.  :o
Title: Re: The "How Does Minecart" Thread
Post by: darkrider2 on June 17, 2012, 07:39:08 am
I've been trying to set up a supply route that starts at my masons workshops in the mountain, goes to my furniture stockpile, then goes to my construction site outside.

However, I can't get the settings right because there seems to be no way to send a minecart off only after its empty of a certain type of item, while there are still other items in it. I've been settling for a timed delay but this is really annoying.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on June 17, 2012, 09:18:52 am
When you set up your stockpile links, you can assign collected ('desired') items from the <ENTER> menu. Similarly, when giving to a stockpile, you can unload some items and retain others with the same menu. Anything highlighted should remain in the cart. As for the timing, it should be a matter of setting "depart when empty of ANY" instead of "depart when empty of ALL".
Title: Re: The "How Does Minecart" Thread
Post by: darkrider2 on June 17, 2012, 10:02:49 am
Well it defines the items kept as the desired items, which means if I set it to be pushed off only when its empty of desired items, it will sit there forever because it never unloads them.

If I make the kept items blocks (for stop 3), then it will push off before anything gets unloaded at stop 2 (furniture). If the kept items are furniture, then it sits forever and defeats the purpose.
Title: Re: The "How Does Minecart" Thread
Post by: Di on June 17, 2012, 10:20:04 am
Wait a minute, do you want to load it at stop_1, then unload partially unload on stop_2 and proceed to stop_3?
Or to load at stop_1, exchange cargo at stop_2 and proceed to stop_3?
The latter is obvious. The former will require to split stop1 in two, stop_1a which loads cargo for stop_2 (stones I presume?) and stop_1b which fills the rest. Stop_2 is set to give items to stockpile (stone I presume) and to depart when there's less than 100-cargo-for-stop_2 percent of items in cart. Use small stockpile for stop_1a to prevent excess loading jobs.
Still, I'd recommend to use two different carts for this.
Title: Re: The "How Does Minecart" Thread
Post by: darkrider2 on June 17, 2012, 12:25:32 pm
@Di, the former. Thanks, I never thought of that way to set it up. And meh, I don't want to build a second track next to the current one, its a bit painstaking.
Title: Re: The "How Does Minecart" Thread
Post by: darkrider2 on June 18, 2012, 03:50:24 am
So I just incurred a bug that is probably worth mentioning. I am not entirely sure if its in the bugtracker yet or not, but I told my jewelers to encrust finished goods with yellow spassertine and they did, they picked up full minecarts right off the tracks and encrusted them with gems, the one full of iron bars was particularly annoying since it took an eon to get there and back.
Title: Re: The "How Does Minecart" Thread
Post by: SmileyMan on June 18, 2012, 06:16:47 am
So I just incurred a bug that is probably worth mentioning. I am not entirely sure if its in the bugtracker yet or not, but I told my jewelers to encrust finished goods with yellow spassertine and they did, they picked up full minecarts right off the tracks and encrusted them with gems, the one full of iron bars was particularly annoying since it took an eon to get there and back.
but on the upside your railway looks simply fabulous, darling!
Title: Re: The "How Does Minecart" Thread
Post by: DTF on June 18, 2012, 06:34:39 am
So I just incurred a bug that is probably worth mentioning. I am not entirely sure if its in the bugtracker yet or not, but I told my jewelers to encrust finished goods with yellow spassertine and they did, they picked up full minecarts right off the tracks and encrusted them with gems, the one full of iron bars was particularly annoying since it took an eon to get there and back.
but on the upside your railway looks simply fabulous, darling!

Soon a human with dark skin with 'absolutely no feel for music at all' and a preferance for yo dawg will arrive at your fort, demanding to install TVs and subwoofers on your minecarts.
Incline to retardation imminent.
Title: Re: The "How Does Minecart" Thread
Post by: The Grim Sleeper on June 18, 2012, 03:22:47 pm
If magma gets on the tracks, but then evaporates, how long does it take before the cart can move again? Does the activeness of the TEMPERATE setting in d_init factor in this?

What is the easiest way to fill up a cart with magma and then move it, without using power.
Title: Re: The "How Does Minecart" Thread
Post by: Rafal99 on June 18, 2012, 03:56:48 pm
What is the easiest way to fill up a cart with magma and then move it, without using power.

There is no such way.
You need to have up ramp to move the cart out of reservoir, and the up ramp needs rollers on it, because the magma cart is too heavy to move up without rollers.
But what is the problem with power? Just construct mini power generator. It requires only 1 pump, 1 waterwheel and 4 tiles of 7/7 water.
Title: Re: The "How Does Minecart" Thread
Post by: Xenos on June 18, 2012, 05:27:55 pm
What is the easiest way to fill up a cart with magma and then move it, without using power.

There is no such way.
You need to have up ramp to move the cart out of reservoir, and the up ramp needs rollers on it, because the magma cart is too heavy to move up without rollers.
But what is the problem with power? Just construct mini power generator. It requires only 1 pump, 1 waterwheel and 4 tiles of 7/7 water.

If you have a couple ramps before the magma to accelerate it prior to entering the magma then it will dip in/out IIRC.
Title: Re: The "How Does Minecart" Thread
Post by: melphel on June 18, 2012, 05:48:53 pm
If you have a couple ramps before the magma to accelerate it prior to entering the magma then it will dip in/out IIRC.
I'm not so sure about that.  In my tests, the cart went down into the magma but failed to go up one ramp out of it.  Though this was on a spiral so maybe all the turns dissipated the momentum.

Someone else had suggested leaving the carts stationary on the ground, and then pumping magma (which could be done without power) over them to fill them.  They would then be able to be hauled up manually, set on a temporary route and dump their contents where you wanted.
Title: Re: The "How Does Minecart" Thread
Post by: The Grim Sleeper on June 19, 2012, 02:47:16 am
If you have a couple ramps before the magma to accelerate it prior to entering the magma then it will dip in/out IIRC.
I'm not so sure about that.  In my tests, the cart went down into the magma but failed to go up one ramp out of it.  Though this was on a spiral so maybe all the turns dissipated the momentum.
I  have the same problem, but in my case the whole magma-dunk was build in a strait line. Apparently minecarts filled with magma are heavy.
Title: Re: The "How Does Minecart" Thread
Post by: Di on June 19, 2012, 02:55:25 am
One could try making carts so heavy that addition of magma doesn't change weight much. For example put a cage-of-ninety-nine-dragons inside cart before sending it down and don't forget to take it out before dumping magma, so it could be used for next iteration.
833 units of magma weight 800 to 1000 urists btw.
Title: Re: The "How Does Minecart" Thread
Post by: Minnakht on June 20, 2012, 02:53:40 pm
You're carts are probably going to be moving too fast to make the turn onto the bridge. The other turns can be done by having walls on the outside of the turn, but there's no room for walls there.

Ah. That just requires me to widen the bridge by adding a wall between the two paths. Then it should work.

Then it's just rollers everywhere to keep propelling the cart even after it hits something, having the cart be loaded full of heavy stuff, and I can smash enemies off a walkway ten z-levels up with style. Or not only enemies, if I forget to turn it off.

...there is a way to turn it off, right?
Title: Re: The "How Does Minecart" Thread
Post by: Di on June 20, 2012, 03:04:45 pm
Found a weird thing, somewhat.
Spoiler (click to show/hide)
Unlike one could expect, when there are additional potholes instead of constructed rails on picture cart eventually stops reverting it's movement direction shortly before the end. Without abundant accelerators it works just fine.

Also, I'd like to point out that loaded minecart retains not only the mass of it's contents but price as well. Which allows one to create a false route with a single stop set to collects trade goods and assign another minecart when previous is fully loaded. These carts are likely to be on top of the list when sorted by price. This trick will allow you to move at least 50 000 worth of goods to a trade depot in one hauling job.
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on June 20, 2012, 04:09:40 pm
This trick will allow you to move at least 50 000 worth of goods to a trade depot in one hauling job.
How does it compare with having a hauling route ending in a dump stop and a quantum stockpile?
Title: Re: The "How Does Minecart" Thread
Post by: Di on June 20, 2012, 05:43:20 pm
How does it compare with having a hauling route ending in a dump stop and a quantum stockpile?
With quantum you get one hauling job per each item you want to move to depot, not to mention that you have to select all of them individually.
This way you can use cart as an extra large bin, needing only one dwarf to bring all the stuff to depot.

However, be warned, this is somewhat unsafe: I had experienced persistent crash recently. Upon checking routes I've noticed that this route cart disappeared, assigning another cart solved the problem and game run normally for at least month from the crash day. Probably, this problem is related to minecarts in general but I've encountered it this way. I was in panic a bit and didn't think about copying bugged save, so if anyone experiences the same problem, make sure you put it on Mantis.
Title: Re: The "How Does Minecart" Thread
Post by: San-A on June 23, 2012, 08:58:59 am
I know there is a lot about mine carts in that thread, and that my answer is probably somewhere in there, but i'll still take the risk of asking...

There is a lot of adamantine about 80 z-levels under my fortress. Is it really worth building carts tracks to bring it up?

What are the most useful aspect of carts (that are not shotguns or whatever!)

thanks!
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on June 23, 2012, 09:41:31 am
If you can carve a route straight up, go for it. If not, process the adamantine near the mining site and put the thread in bins to be taken to the smelters. Or if your fortress isn't doing anything else you could just haul the stuff as-is, it's pretty light.
Title: Re: The "How Does Minecart" Thread
Post by: San-A on June 23, 2012, 09:58:05 am
If you can carve a route straight up, go for it. If not, process the adamantine near the mining site and put the thread in bins to be taken to the smelters. Or if your fortress isn't doing anything else you could just haul the stuff as-is, it's pretty light.
'If you can carve a route straight up, go for it.'
I thought carts could travel from a z-level to another trough ramps only?

Another question: I would like to use cart to bring wood from the main gate of my fortress (point A) to a stockpile near of the main staircase that connects each floors of my fortress (point B). There is a long corridor between A and B (hence the need of a track). However, the ground is made of clay so it is impossible to engrave tracks: I can only build them. According to the wiki, built tracks are single way. Lets say my track is designated for A-->B, how can I bring the cart back to A? (I am not using any rollers...)

Cheers!
Title: Re: The "How Does Minecart" Thread
Post by: darkrider2 on June 23, 2012, 10:55:24 am
If you can carve a route straight up, go for it. If not, process the adamantine near the mining site and put the thread in bins to be taken to the smelters. Or if your fortress isn't doing anything else you could just haul the stuff as-is, it's pretty light.
'If you can carve a route straight up, go for it.'
I thought carts could travel from a z-level to another trough ramps only?

Another question: I would like to use cart to bring wood from the main gate of my fortress (point A) to a stockpile near of the main staircase that connects each floors of my fortress (point B). There is a long corridor between A and B (hence the need of a track). However, the ground is made of clay so it is impossible to engrave tracks: I can only build them. According to the wiki, built tracks are single way. Lets say my track is designated for A-->B, how can I bring the cart back to A? (I am not using any rollers...)

Cheers!

You can basically use SE,WS,NW, and NE up ramps to create a 2x2 ramp that would relatively go straight up without having to travel horizontally. Might not be roller friendly though.

Tracks go both ways. Always.
Title: Re: The "How Does Minecart" Thread
Post by: Laserhead on June 23, 2012, 11:07:41 am
So that didn't work...

(and I hit post too soon)

I have a minecart track that goes down 30 levels at a 45 degree angle (just ramps next to ramps), then hits a U bend, like this:

Code: [Select]
######
^===\#
^...|#
###.|#
###.|#
###.|#
###.|#
###.|#
###.|#
###.|#
###.|#
###.|#
V...|#
V===/#
######

The next level down is an upward ramp followed by some straight track. When I sent a dwarf riding down, he went down the incline fine, rounded the bend without apparent trouble (though I imagine quite quickly) but when he got to the downward ramp at the bottom of the U bend to go to the next level, he and the minecart turned into a fountain of items, combat reports, and blood smears. At one point he even slammed into himself.

Anybody have an idea what might have happened?
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on June 23, 2012, 11:24:38 am
...
The next level down is an upward ramp followed by some straight track. When I sent a dwarf riding down, he went down the incline fine, rounded the bend without apparent trouble (though I imagine quite quickly) but when he got to the downward ramp at the bottom of the U bend to go to the next level, he and the minecart turned into a fountain of items, combat reports, and blood smears. At one point he even slammed into himself.

Anybody have an idea what might have happened?

It sounds like the cart jumped the track and hit a wall, which will cause the item spillage and injury that you mentioned. Maybe it was going too fast, or perhaps your down ramp connection is broken.
Title: Re: The "How Does Minecart" Thread
Post by: Laserhead on June 23, 2012, 11:31:13 am
I reloaded and sent it again, it does look like the minecart goes into the air above the downward track ramp. This time the message was that the rider slams into an obstacle and blows apart. How fast is too fast?
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on June 23, 2012, 11:55:36 am
I thought carts could travel from a z-level to another trough ramps only?
Straight up through the fortress, ie. being able to carve out a path with the minimum of digging or building access ramps.
Title: Re: The "How Does Minecart" Thread
Post by: Xen0n on June 23, 2012, 12:06:30 pm
So that didn't work...

(and I hit post too soon)

I have a minecart track that goes down 30 levels at a 45 degree angle (just ramps next to ramps), then hits a U bend, like this:

Still in 34.07, so I have no experience with carts, but I thought for ramps in general to be usable they need a tile of flat floor in between each upward ramp to work?  I.E. Ascending z-levels you need to have an upward ramp, a floor tile, an upward ramp, a floor tile, etc.  Is this not the case, or is it different for minecarts?
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on June 23, 2012, 12:17:51 pm
You don't need a floor tile even for regular ramps.
Title: Re: The "How Does Minecart" Thread
Post by: Xen0n on June 23, 2012, 12:50:51 pm
You don't need a floor tile even for regular ramps.

Ah!  I guess I can't shorten some of my walking-ramps in my fort then.  Thanks!
Title: Re: The "How Does Minecart" Thread
Post by: San-A on June 23, 2012, 01:42:25 pm

You can basically use SE,WS,NW, and NE up ramps to create a 2x2 ramp that would relatively go straight up without having to travel horizontally. Might not be roller friendly though.

Tracks go both ways. Always.
Could you be a bit more precise (or refer me to the relevant link)? Thank you!
Title: Re: The "How Does Minecart" Thread
Post by: darkrider2 on June 23, 2012, 02:12:14 pm
For some reason one of my minecarts is dropping everything it carries on a certain ramp and then continuing onto its destination, the ramp is not a stop on any route, the minecart freely travels to the actual route every time. I have no idea why, the ramp is set up properly and all the track around it is as well, is there some maximum speed for going down ramps?
Title: Re: The "How Does Minecart" Thread
Post by: Techhead on June 23, 2012, 11:45:23 pm
Will occupants be injured if they ride in a minecart that falls a large distance? I want to know if I can build drop-pods into hell. Alternatively, will a cart hitting a floor grate eject their contents through it?
Title: Re: The "How Does Minecart" Thread
Post by: San-A on June 24, 2012, 07:58:23 am
You can basically use SE,WS,NW, and NE up ramps to create a 2x2 ramp that would relatively go straight up without having to travel horizontally. Might not be roller friendly though.
Basically this would be an helicoidal track?
Title: Re: The "How Does Minecart" Thread
Post by: Snaake on June 24, 2012, 09:47:32 am
Ok, thanks for the info then.
I quite followed this thread from the start but obviously I could skip or forget some stuff people mentioned.

Still I had a lot of creative fun while thinking about my design. :)

And thinking about it, most of it still remains useful:
- Dumping carts onto rails, or having them move from the track directly to the stockpile should save some micromanagement of creating many hauling routes with one minecart each.
- Having the minecarts being moved inside wheelbarrows should make their hauling MUCH faster. They are very heavy when full and dwarves move at about 1/10 speed when hauling full minecart. With wheelbarrow they would move at full speed.

The part you missed was webber's method back from #318:
I filled a small room with magma, dropped 3 minecarts in it, sealed the room from the magma sea with a small cave-in, drained it from magma and assigned the magma-filled minecarts to a small track on a surface, one by one. The track had a track stop with a dump order. All three minecarts, containing six units of magma, were without any incident transported to surface manually.
 
But:
If you pick up a magma cart or pick up the magma[833] stack, fiery death ensues.

...and I think I need to test my method again in 34.09.

He states in post #323 that he retested in 34.09, still worked. As stated, there was some comment back then that dwarf mode and arena seem to treat this differently. Could just be different physics, or maybe carrying a minecart to a track ("installing" the minecart) is also safe like guiding/riding, even though hauling it to a stockpile at the top isn't.

Kudos for figuring out how to fill larger magma reservoirs in an automated, no-human-input manner though. Although I think magma pistons are possibly still the simplest/fastest solutions for that. Minecarts are great for 4/7s or 6/7s for magma workshops, either with the above method or with a track.


For some reason one of my minecarts is dropping everything it carries on a certain ramp and then continuing onto its destination, the ramp is not a stop on any route, the minecart freely travels to the actual route every time. I have no idea why, the ramp is set up properly and all the track around it is as well, is there some maximum speed for going down ramps?

Possibly/probably, I don't think anyone gave a definitive answer with good data yet. It's not necessarily the reason for why your items spill though. You could be missing tracks somewhere, it could be going too fast at that point, or it could be something else entirely.


Will occupants be injured if they ride in a minecart that falls a large distance? I want to know if I can build drop-pods into hell. Alternatively, will a cart hitting a floor grate eject their contents through it?

IIRC cart-stasis was verified, yes, so long drops should be safe. Try it out. :P (maybe with a non-lethal drop distance at first)

You can basically use SE,WS,NW, and NE up ramps to create a 2x2 ramp that would relatively go straight up without having to travel horizontally. Might not be roller friendly though.
Basically this would be an helicoidal track?

Yes.
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on June 24, 2012, 10:27:06 am
Will occupants be injured if they ride in a minecart that falls a large distance? I want to know if I can build drop-pods into hell. Alternatively, will a cart hitting a floor grate eject their contents through it?

I tried this one in the arena, and found that you would still be injured ("The iron minecart strikes You in the right upper leg, shattering the bone!") if you fell off a building in a minecart. However, if you are falling towards water with a significant horizontal velocity, the game will have you "skip" on the water down to a soft landing without injury.

Carts appear to only eject their contents when they hit a wall with a significant horizontal velocity, i.e. the shotgun effect. It doesn't happen in the vertical drops that I have tested in fort mode.

For some reason one of my minecarts is dropping everything it carries on a certain ramp and then continuing onto its destination, the ramp is not a stop on any route, the minecart freely travels to the actual route every time. I have no idea why, the ramp is set up properly and all the track around it is as well, is there some maximum speed for going down ramps?

If it is ejecting the items from the cart, and it has not passed over a track stop set to dump, then it is likely hitting a wall with enough speed to shotgun its contents.
Title: Re: The "How Does Minecart" Thread
Post by: Di on June 24, 2012, 06:02:24 pm
For some reason one of my minecarts is dropping everything it carries on a certain ramp and then continuing onto its destination, the ramp is not a stop on any route, the minecart freely travels to the actual route every time. I have no idea why, the ramp is set up properly and all the track around it is as well, is there some maximum speed for going down ramps?
Spoiler (click to show/hide)

Anybody have an idea what might have happened?
I guess I have somewhat mentioned this in some of my posts or maybe not. Carts can get airborne if they accelerate enough, then they hit a wall in front of them, lower their velocity and continue along the track.
The critical speed depends on their mass, I've had galena filled minecart go down 10 levels without a problem, but a cart loaded with a couple of sand bags required speed breakers every 7 levels or so.
Also, Laserhead, shouldn't the setup be like this:
Spoiler (click to show/hide)
?
Title: Re: The "How Does Minecart" Thread
Post by: Bobnova on June 26, 2012, 08:34:39 pm
My question (that I hope hasn't been answered, I've read an awful lot of this thread) is, how fast do the minecarts have to be going to do the shotgun?
I've tried a dozen or so Z levels of ramps, no dice.
Max length roller running at high speed plus two Z levels. No dice.
Am I missing something? Do I just need to have even longer ramps and/or rollers?

Am I messing the ramps up (if the channeling and resulting track are from left to right, you want to build West ramps right?)?
Title: Re: The "How Does Minecart" Thread
Post by: Xenos on June 26, 2012, 09:15:42 pm
My question (that I hope hasn't been answered, I've read an awful lot of this thread) is, how fast do the minecarts have to be going to do the shotgun?
I've tried a dozen or so Z levels of ramps, no dice.
Max length roller running at high speed plus two Z levels. No dice.
Am I missing something? Do I just need to have even longer ramps and/or rollers?

Am I messing the ramps up (if the channeling and resulting track are from left to right, you want to build West ramps right?)?
IIRC 3 z-levels will get you enough to shotgun, how is your trigger setup? (The wall)
Title: Re: The "How Does Minecart" Thread
Post by: FearfulJesuit on June 26, 2012, 09:17:30 pm
I'm trying to create a system to make minecarts fall down a shaft. If they fly into a wall, do they spill their contents? And if they land on a track stop that's sent to dump, will they dump?
Title: Re: The "How Does Minecart" Thread
Post by: Bobnova on June 26, 2012, 10:31:19 pm
My question (that I hope hasn't been answered, I've read an awful lot of this thread) is, how fast do the minecarts have to be going to do the shotgun?
I've tried a dozen or so Z levels of ramps, no dice.
Max length roller running at high speed plus two Z levels. No dice.
Am I missing something? Do I just need to have even longer ramps and/or rollers?

Am I messing the ramps up (if the channeling and resulting track are from left to right, you want to build West ramps right?)?
IIRC 3 z-levels will get you enough to shotgun, how is your trigger setup? (The wall)

It's, well, a wall. At the end of the tracks, the tracks lead straight into it.
Title: Re: The "How Does Minecart" Thread
Post by: darkrider2 on June 26, 2012, 10:38:18 pm
If you use the shotgun affect to launch things into a one tile area with a channel that goes straight down for many levels. Would that be an effective way of quantum piling to lower levels?
Title: Re: The "How Does Minecart" Thread
Post by: Xenos on June 27, 2012, 08:30:26 am
If you use the shotgun affect to launch things into a one tile area with a channel that goes straight down for many levels. Would that be an effective way of quantum piling to lower levels?
You could just use a track stop that dumps down a channel rather than try and shotgun materials.
Title: Re: The "How Does Minecart" Thread
Post by: San-A on June 28, 2012, 04:33:25 am
I am planning to build a track to travel between z-levels. I was wondering if this would work:
(viewed from above)
Code: [Select]
wu  z=0
wd
-----------
ww  z=-1
du
-----------
dw  z=-2
uw
-----------
ud  z=-3
ww
-----------
etc. where u = up ramp, d = down ramp, w=wall.

Also I would like to set the cart to 'ride' when travelling down. As I am planning to do this on
100 z-levels, what can I do to prevent funny unfortunate accident?

Title: Re: The "How Does Minecart" Thread
Post by: Di on June 28, 2012, 06:46:43 am
Also I would like to set the cart to 'ride' when travelling down. As I am planning to do this on
100 z-levels, what can I do to prevent funny unfortunate accident?
Place track stop at the end and hope cart is too heavy to get airborne.
Title: Re: The "How Does Minecart" Thread
Post by: San-A on June 28, 2012, 07:55:50 am
Also is the track design  OK, ie each tile will be connected properly?
Title: Re: The "How Does Minecart" Thread
Post by: Triaxx2 on June 28, 2012, 11:22:33 am
I've finally gotten my dwarves all moving in the same line now. Every level of mining now has it's own stockpile linked to a mine cart rising to one of the super stockpiles, which link to more carts, rising to the stockpiles.

Now I've figured out how to auto cast obsidian. Two tracks of mine carts. One track runs down to the magma sea, into a small area where magma is pumped up out of a pipe into a reservoir where magma is kept at 7/7 via pressure plates. This fills the carts, and sends them back to the top. It's more power efficient and more frame rate friendly than a pump stack. At the top the cart dumps it's load into one of two channels. They're cut two levels down, so there's no spill over. The other track goes up, through a reservoir pumped up from the ocean. That goes down and dumps it's water load into one of the magma channels or the other. Instant obsidian.

Of course I intend to expand it so I can make bigger casts without having to deal with pump stacks. It'll be more complex. At least four tracks for each area, so the magma and water don't dry out. Possibly with alternate dump zones so that they only dump when they reach 7/7.
Title: Re: The "How Does Minecart" Thread
Post by: Snaake on June 28, 2012, 03:16:57 pm
My question (that I hope hasn't been answered, I've read an awful lot of this thread) is, how fast do the minecarts have to be going to do the shotgun?
I've tried a dozen or so Z levels of ramps, no dice.
Max length roller running at high speed plus two Z levels. No dice.
Am I missing something? Do I just need to have even longer ramps and/or rollers?

Am I messing the ramps up (if the channeling and resulting track are from left to right, you want to build West ramps right?)?
IIRC 3 z-levels will get you enough to shotgun, how is your trigger setup? (The wall)

It's, well, a wall. At the end of the tracks, the tracks lead straight into it.

And you're sure you have an open space or fortification in the space right above the wall?

3 z-levels should be enough, according to all I've read. If you have lots more, you might have the minecart going so fast it gets airborne at some point instead of going down the next ramp, and this would lower it's speed (due to to hitting a wall). I'm not sure if a 8- or 9-z-ramp would be enough to get it airborne though.
Title: Re: The "How Does Minecart" Thread
Post by: Snaake on July 06, 2012, 08:10:12 am
""I ain't dead!" said the thread...

I just thought of a new solution to the dilemma of massive minecart capacities that IIRC hadn't been mentioned in this thread (I have read it all, but not in the last few days). The specific case is these sandbags:
I'm trying to have a minecart route to take sand bags from a stockpile next to my glass furnace near the surface, and dump them down a shaft to land near my magma glass furnace down by the magma sea. The problem I have is that 11 sandbags only makes the cart 3% full, and the lowest setting I can set is to have it move when 25% full. It looks like that will be about 100 sandbags, and I don't really want to fill that many. I could just make it go after a time period, regardless of how full it is, but then I'll end up with an empty cart being shuttled back and forth when I'm not doing any glassmaking. That seems kind of silly. Am I missing a way to set the departure condition to something like 5% full? Or some other solution?

So, someone mentioned that minecarts that hit other minecarts that are on the track will transfer their momentum to the minecart in the front. My preliminary testing with the few dwarves I have left (6 alive; 2 kids and a babbling baroness included) in my minecart science fort indicates that minecart A (the one with speed initially) does indeed transfer most of it's momentum to B, often even coming to a complete stop.

In any case, the specific setup that I tested, and which works, is as follows:
Code: [Select]
GABR===Where G is a gear bringing power to A. A has tracks, 1 tile of rollers, whichever speed you want (low is equivalent to a dwarven push, high will push your cart about 4 times as far), a hauling route stop with no settings, and minecart A. B has (surprise!) minecart B, tracks, the site of another hauling route stop with the orders to fill up the cart at it, but no push/guide/ride orders. A also has the key to this scheme, a pressure plate that turns on the gear G when triggered. R is another (optional) set of 1-tile rollers, which can be powered continuously if you want. = are tracks going off to the right.

So basically, dwarves will fill up the cart at B. When it's full enough, the pressure plate will cause A to slam into B, sending B off, either on it's own momentum, or with an extra boost from R. Pressure plates can be set with intervals of 50 Urists (sand bags weigh 3 Urists), so you should get a lot more control over when to set the carts moving than the 0/25/50/75/100 available with hauling orders.

Note that if your gear is transmitting power when you link it to the pressure plate, you'll have to set the plate to be triggered as long as it's under your desired weight; if it's disengaged when you link them, you can set it to trigger when your desired weight is exceeded. Also something to take into account is that you should only use carts made out of the same material (well, most wood is relatively similar, so that might be ok), so as not to screw up your finely-tuned weight criteria.

So, feedback/questions?


P.S. About that minecart science fort I mentioned earlier: I've got loads of minecart science related to friction amounts, general minecart behaviour verifications, and the strength of rollers to post. Also suggestions for further research areas etc. I was thinking I'd do it in this thread, as a more expansive followup to what Sadrice and xmoffitt have already written (posts #200, #230, #441 and #488). By loads I mean that my full write-up is currently about 7½ pages, but I'll be editing it some before posting here (and will probably partition some of the setup details into spoiler tags, so you can just skim the results). I'll get on it once this fort dies to the tantrum spiral. :P


edit: note that if you have A&B right next to each other as above, you should probably have something less than highest rollers at A, since with highest A still rolls for quite a while. You really only need A to push B 1 tile, so weak rollers should be fine.
Title: Re: The "How Does Minecart" Thread
Post by: TerryDactyl on July 07, 2012, 12:26:19 pm
I'm a little drunk. With regards to the cart-teleportation 'problem', it occurs to me that there may be something Very Complex going on here, which we (mere mortals) have Little Hope to Understand.

Quote
Capntastic:   There's this question here, I don't know if it's really relevant but I think it'd be interesting for the outtake selection, but someone asking about the flat chains in Banach spaces, which a lot of people are curious about. Did you want to give that a shot? If people want your rambling, they're going to get it.
Toady:   I guess so, I guess they well.
Capntastic:   'Dear Dr. Adams, since the upcoming podcast is about science and mathematics is the queen of sciences perhaps you could give in laydwarfs terms a general overview of your PhD dissertation, flat chains in Banach spaces.
Toady:   Well let's see what I can remember, it's been a while since I've thought about this stuff, so I'm sure I'm going to forget lots of things.
Menendez:   (backing)
Toady:   (mathematics in chorus - it doesn't transcribe well) So in general if you've got ... my paper kind of, overall we're considering what are called minminal surfaces so if you take ... given a wire, you've got a minimal surface etcetera, etcetera, so what are the parameters you need? ... It's not the straight line distance between two points anymore but kind of like how far ... If you change the distance function on that, so maybe you've heard of the taxi cab distance in New York City, like how many blocks up, how many blocks over, that kind of thing ... But in any case, I've rambled a bit, but I just generally proved that these minimal surfaces exist in more complicated spaces and there's been a lot of subsequent work, and work that was going on at the same time in more general spaces, all kinds of different stuff. Fascinating, fascinating stuff ... I haven't really been keeping up the past couple of years.
Toady:   I guess you could take the twenty minute rambling there, let it ramble for three minutes but then take another minute and a half of the rambling and put it over my original rambling, so it's like there's two of me talking, then put a third one on it, and it'll just kind of degenerate.

I don't understand this, least of all right now. But... has anyone here got a solid grasp on Tarn's Thesis?
Title: Re: The "How Does Minecart" Thread
Post by: JarinArenos on July 07, 2012, 01:26:45 pm
I've been noticing some different behavior in the new version in regards to minecart auto-quantum-stockpiling. In .34.11, I could place a minecart stop directly on a constructed track stop, with no track at all, order "push X" where X was the direction the maximum-friction stop was set to dump, and the cart would simply dump right next to it. Now, however, any time the dwarves push the cart, it goes flying off in that direction and has to be retrieved. Was there a change in track-stop mechanics?
Title: Re: The "How Does Minecart" Thread
Post by: Urist Da Vinci on July 07, 2012, 04:53:21 pm
I've been noticing some different behavior in the new version in regards to minecart auto-quantum-stockpiling. In .34.11, I could place a minecart stop directly on a constructed track stop, with no track at all, order "push X" where X was the direction the maximum-friction stop was set to dump, and the cart would simply dump right next to it. Now, however, any time the dwarves push the cart, it goes flying off in that direction and has to be retrieved. Was there a change in track-stop mechanics?

Well, to start with, you can simply delete the push order and the the quantum dumping will still work, no friction necessary.
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on July 07, 2012, 05:30:37 pm
I imagine a dumping track stop as being set up as a kind of extreme speed bump that nudges up part of the bottom of the minecart to the point where everything falls out on one side. If you leave a minecart on the highest part of the bump, the minecart is always tilted enough to make anything fall out of it.

This mental depiction of a minecart and track stop gives you the in-game behaviour of a dumping track stop always dumping items whenever a mine cart is on it.
Title: Re: The "How Does Minecart" Thread
Post by: Snaake on July 07, 2012, 06:08:14 pm
I've been noticing some different behavior in the new version in regards to minecart auto-quantum-stockpiling. In .34.11, I could place a minecart stop directly on a constructed track stop, with no track at all, order "push X" where X was the direction the maximum-friction stop was set to dump, and the cart would simply dump right next to it. Now, however, any time the dwarves push the cart, it goes flying off in that direction and has to be retrieved. Was there a change in track-stop mechanics?

I'm not sure I understand you regarding version/minecart changes between them. AFAIK, 34.11 IS the new version, and nothing regarding minecarts has changessince 34.09 or something.

Anyway, with the simple "no tracks, just a dumping track stop" setup I think you have, you shouldn't need any push/guide/ride orders, just settings for what gets loaded (and instadumped). Just remove those.
Title: Re: The "How Does Minecart" Thread
Post by: Tsuchigumo550 on July 09, 2012, 01:54:57 pm
I can't get my stones to shotgun, and there's open space right above the shotgun room. The only thing is that the cart goes off the track, but it should have more than enough speed (instakilled two dorfs, injured many more) to launch them out.

I have one tile of open space above the fortification it slams into.


Oh dear, now I can't even get ramps working. How the fuck do i make those again? No matter what I do, they're all OMFG UNUSABLE.
Title: Re: The "How Does Minecart" Thread
Post by: Snaake on July 09, 2012, 03:45:17 pm
IIRC it's enough for it to slam into a wall, and this has been the case in most working implementations people have used (like the "automatic minecart shotgun" that fired several shots/carts within a few seconds). The contents that get shotgunned fly from the tile above where the cart slams, and then fly forward in a parabolic arc (possible also skidding along the ground?).

You need open space above where the cart slams into the wall. Above the wall, you need open space, or a fortification if you don't want flyers getting into your shotgun's operating side. You should probably have the upper z-level mined out in the target room, too. From your post, I'm reading that you probably have at least the two later points done, but maybe not the open space above the cart?
Title: Re: The "How Does Minecart" Thread
Post by: DrKillPatient on July 09, 2012, 06:38:21 pm
What's the best way to reliably load military dwarves into minecarts?
Title: Re: The "How Does Minecart" Thread
Post by: Snaake on July 09, 2012, 07:36:54 pm
What's the best way to reliably load military dwarves into minecarts?

IIRC correctly what I've read, station them in a room with a hauling stop, lock the doors, cancel the station order. Something like that.
Title: Re: The "How Does Minecart" Thread
Post by: Tsuchigumo550 on July 09, 2012, 08:58:12 pm
Ok, now it's a lot more simple. No more item shotguns for now, but I still need help.

I've constructed a rather simple multilevel track (all ramps good, etc) that should load up stones, be pushed down four Z levels, turn twice, and hit a track stop that auto-unloads the stones. From there, I set up a guide to here, then guide this way, then this way, so that it follows the track when guiding the cart back up. There's space on either side of the track.

The first (loading) and second (unloading) have those ! set track dir/connect. The wiki helped me this far, but I'm confused at the track stop (I think it's the problem.) I deconstructed the track, laid down a highest friction autounloading track stop then placed the route stop on it, telling my dorf to guide once the cart was empty of all desireable items (I set this to all of them, any of them, no matter what. So, empty cart.)

The first loading stop set to go any time at 50% full is set to take from a nearby stone pile ( a few spaces away) and accept any stone-type material. Can't figure out why the tracks hate me today.'

the auto-unloader isn't set to empty to a stockpile, because it'll empty itself anyway. I might try to set it to guide always?

Nope, neither "always" nor "when empty of desired items" seems to work, neither does "when empty of any items."
Well, fuck.

Thought I had this thing fixed because the bottom part was cycling back up to the 1st. Now it's going west, forming the circle.
So the four stops are: top, load, go east at 50% full by push
bottom: trackstop, guide when emptied to west
bottom corner: in line with bottom, guide north
top corner: in line with bottom corner, guide east.

Problematics:
Top, Bottom.


haha no.

It's not acting right because either the cart goes flying (ramp down, three straight, ramp down, etc) or it just goes too fast and it completely blows the track turn. Track stop time.

Huh. It seems to me that fucking around with track stops (breaking the rails) after the cart starts working right will screw up stockpiles associated with the stops, effectively clearing them out. Happened twice, but it could just be them warping away or becoming unseen, IDK.
Title: Re: The "How Does Minecart" Thread
Post by: Snaake on July 10, 2012, 06:07:11 am
...I deconstructed the track, laid down a highest friction autounloading track stop then placed the route stop on it, telling my dorf to guide once the cart was empty of all desireable items (I set this to all of them, any of them, no matter what. So, empty cart.)
...
It's not acting right because either the cart goes flying (ramp down, three straight, ramp down, etc) or it just goes too fast and it completely blows the track turn. Track stop time.

Huh. It seems to me that fucking around with track stops (breaking the rails) after the cart starts working right will screw up stockpiles associated with the stops, effectively clearing them out. Happened twice, but it could just be them warping away or becoming unseen, IDK.

Ok, first of all, if you're pushing carts (not guiding), all track stops should have a track underneath, I think. So you removing the track from underneath was unnecessary/possibly harmful to smooth operation. Second, if you're having carts derail on turns, just build 1 wall tile in the tile it would first derail to.

Regarding stockpiles getting "cleared out" do you mean the items disappear? If so, this is probably a known bug about nearby items (16x16 area?) teleporting to a deconstruction site when removing constructions (like tracks, but not track stops, I think).
Title: Re: The "How Does Minecart" Thread
Post by: Steforian on July 10, 2012, 09:49:01 am
I'm a bit confused with the whole stockpile system with mine-carts. You see i set up a stockpile at the entrance to a mine to hold coal and hematite, and a linked mine-cart to carry the items to another stockpile deep in my fortress, but my dwarves keep filling in the first mine-cart stockpile from halfway across the map, when i only want the items from the one specific mine.... anyone know how i could remedy this?
Title: Re: The "How Does Minecart" Thread
Post by: Steforian on July 11, 2012, 10:29:44 pm
I'm a bit confused with the whole stockpile system with mine-carts. You see i set up a stockpile at the entrance to a mine to hold coal and hematite, and a linked mine-cart to carry the items to another stockpile deep in my fortress, but my dwarves keep filling in the first mine-cart stockpile from halfway across the map, when i only want the items from the one specific mine.... anyone know how i could remedy this?
*Bump* Still need help here.
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on July 12, 2012, 01:58:05 am
I'm a bit confused with the whole stockpile system with mine-carts. You see i set up a stockpile at the entrance to a mine to hold coal and hematite, and a linked mine-cart to carry the items to another stockpile deep in my fortress, but my dwarves keep filling in the first mine-cart stockpile from halfway across the map, when i only want the items from the one specific mine.... anyone know how i could remedy this?
*Bump* Still need help here.

Build other stockpiles closer to the other mines.  An open stockpile wants to be filled.  Since you can't assign the 'take' order to be from a specific region (merely other stockpiles) ... errr, wait, maybe there is an option, but it's kinda wierd.

Set the stockpile feeding the minecart start to only take from links.  Now, just leave it for a bit.  Go down to your mine, dig out a nice fat area.  Now, stockpile the area there for stones.  All of it, one big huge stockpile.  Set IT to also only take from links (so your other mines don't start trying to feed this massive stockpile in the middle of nowhere)... but all the rocks already on the stockpile should be considered included in it.  Now, set that stockpile to give to the one feeding the minecart.

I think that will work, I've never tried it.
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on July 12, 2012, 09:08:51 am
^ Yeah, that works.
Title: Re: The "How Does Minecart" Thread
Post by: Steforian on July 12, 2012, 09:48:59 pm
I'm a bit confused with the whole stockpile system with mine-carts. You see i set up a stockpile at the entrance to a mine to hold coal and hematite, and a linked mine-cart to carry the items to another stockpile deep in my fortress, but my dwarves keep filling in the first mine-cart stockpile from halfway across the map, when i only want the items from the one specific mine.... anyone know how i could remedy this?
*Bump* Still need help here.

Build other stockpiles closer to the other mines.  An open stockpile wants to be filled.  Since you can't assign the 'take' order to be from a specific region (merely other stockpiles) ... errr, wait, maybe there is an option, but it's kinda wierd.

Set the stockpile feeding the minecart start to only take from links.  Now, just leave it for a bit.  Go down to your mine, dig out a nice fat area.  Now, stockpile the area there for stones.  All of it, one big huge stockpile.  Set IT to also only take from links (so your other mines don't start trying to feed this massive stockpile in the middle of nowhere)... but all the rocks already on the stockpile should be considered included in it.  Now, set that stockpile to give to the one feeding the minecart.

I think that will work, I've never tried it.
I think you got something there, but when you say "one bug huge stockpile..." can you elaborate? like, stockpile the entire area underground, through walls and everything?
Title: Re: The "How Does Minecart" Thread
Post by: therealmarauder on July 13, 2012, 06:32:36 am
Has anyone suggested some way of making minecart bouncers?

Someone was already doing a succession/group effort fort based on the idea, I think. GirlInHat might have been involved?
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on July 13, 2012, 11:51:31 pm
I'm a bit confused with the whole stockpile system with mine-carts. You see i set up a stockpile at the entrance to a mine to hold coal and hematite, and a linked mine-cart to carry the items to another stockpile deep in my fortress, but my dwarves keep filling in the first mine-cart stockpile from halfway across the map, when i only want the items from the one specific mine.... anyone know how i could remedy this?
*Bump* Still need help here.

Build other stockpiles closer to the other mines.  An open stockpile wants to be filled.  Since you can't assign the 'take' order to be from a specific region (merely other stockpiles) ... errr, wait, maybe there is an option, but it's kinda wierd.

Set the stockpile feeding the minecart start to only take from links.  Now, just leave it for a bit.  Go down to your mine, dig out a nice fat area.  Now, stockpile the area there for stones.  All of it, one big huge stockpile.  Set IT to also only take from links (so your other mines don't start trying to feed this massive stockpile in the middle of nowhere)... but all the rocks already on the stockpile should be considered included in it.  Now, set that stockpile to give to the one feeding the minecart.

I think that will work, I've never tried it.
I think you got something there, but when you say "one bug huge stockpile..." can you elaborate? like, stockpile the entire area underground, through walls and everything?

Pretty much.  p-s  Move to one corner of the mine, Enter, Shift-move to the other corner of that floor, Enter again.  Now link it.
Title: Re: The "How Does Minecart" Thread
Post by: RLPudding on July 15, 2012, 08:46:30 am
hmm, well i posted in gameplay questions: http://www.bay12forums.com/smf/index.php?topic=113311.0

i cant get a track to work with 3 to 4 stops. i want the dwarvs to drop certain items on each stop and then carry on.
Load ore, gem, stone, drop of ore, stone, gem (in that order) and the go back to the start...
Title: Re: The "How Does Minecart" Thread
Post by: Urist McSpike on July 16, 2012, 07:24:53 pm
Well, I did a quick search about corpse stockpiles, and didn't see this bit of info.  When corpses are put into a minecart, they do not produce miasma.  Also, be careful how you set up a quantum corpse stockpile - even dumping at 25%, minecarts appear to be too heavy to guide, and must be pushed.  And when pushed, if you set up in a circle track, the pusher ends up with broken bones...

I guess you could just load up a bunch of track stops with one cart each, and fill them up with bodies.  I don't know if corpses rot while inside the minecart though.  Mine is (now) set up like this, walled off with diagonal access areas to minimize the spread of miasma:
Code: [Select]
wwwww
wtt2#w
wtwtww
w1w_w
_w_ww

1,2 - track stops
t - tracks
w - walls
# - quantum corpse stockpile

I have it set to load at Stop 1 (from multiple nearby corpse stockpiles, set to accept only goblin, kobold & troll bodies & parts) and push north at 25%.  Stop 2 has lowest friction and dumps into a pit to the side.  The minecart then runs into the wall near Stop 1, and will be carried back to the track stop.
Title: Re: The "How Does Minecart" Thread
Post by: SandyCaesar on July 16, 2012, 11:18:20 pm
I want to make a fortress shotgun defense system; I've got cobaltite to make blocks, and possibly other weapons to forge.

Assuming I prioritize this before steelmaking (due to lack of flux) or getting magma to the surface, but after I get bronze, what would be an optimal load per each "blast" of the shotgun? Cobaltite blocks should hurt, but I'm worried about them glancing off armor. Metal spears would be ideal, but that will be expensive in resources. What would be a relatively economical way of loading up the carts, balancing resource cost and effectiveness? Glass corkscrews? Bronze spears? Or just lots and lots of cobaltite? (Also, do lighter objects fly further, or not?)
Title: Re: The "How Does Minecart" Thread
Post by: Urist McSpike on July 17, 2012, 05:43:28 pm
I'm trying to get one going in my current fort, in which I have appear to have no sand and an abundance of native silver.  So, I'm going with Silver War Hammers...  and it takes a lot.  As in, I'm guessing around 1200 War Hammers for a 100% minecart load.  I'm still crafting the weapons, and trying to get my stockpile links working properly, so I haven't been able to try yet.

If you haven't seen [url+http://www.bay12forums.com/smf/index.php?topic=111303.0]this thread[/url] yet, it's my main source of design inspiration.
Title: Re: The "How Does Minecart" Thread
Post by: Edrin on July 18, 2012, 03:02:25 pm
I have just set up my first cart route. No warning in the two, two simple stops on two different levels, the dwarves fill the cart 100%, and then… Nothing. The cart never starts. I tried to set the condition to "when full", "more than 75% full", or even "always", the order to "push", "ride" or "guide", it does not change a thing. Of course, I checked the direction one million times, and it is the good one. I deleted the route, reset it just in case, changed the cart… Once, I even had a dwarf that picked up the cart and start snailing it through the stairs (with a cart full of metal bars in bins, it walked a square every few seconds, and did not go far before I was bored).
After several hours of waiting, testing, and searching the forum, I give up.
Have any idea?
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on July 18, 2012, 03:13:49 pm
I have just set up my first cart route. No warning in the two, two simple stops on two different levels, the dwarves fill the cart 100%, and then… Nothing. The cart never starts. I tried to set the condition to "when full", "more than 75% full", or even "always", the order to "push", "ride" or "guide", it does not change a thing. Of course, I checked the direction one million times, and it is the good one. I deleted the route, reset it just in case, changed the cart… Once, I even had a dwarf that picked up the cart and start snailing it through the stairs (with a cart full of metal bars in bins, it walked a square every few seconds, and did not go far before I was bored).
After several hours of waiting, testing, and searching the forum, I give up.
Have any idea?

For a hauler to pick up the cart, that would mean it was in guide mode.  For them to choose the stairs, that meant the stairs was the most direct route between the two stops.

I would doublecheck that your ramping is stable through the levels.  It bit me a few times that you have to set the track carve one extra box past the ramped square to actually get them to carve it.
Title: Re: The "How Does Minecart" Thread
Post by: Edrin on July 18, 2012, 04:01:51 pm
Thanks for the "guide" info : i will stick to "push" and "guide"…
I checked my ramp tracks, and one of them was "S" instead of "NS". Thanks for that tip. How comes I did not get the "! Set dir/connect track" message?
Unfortunately, it seems my dwarves are still not willing to push the cart… I waited a while, and I couldn’t find the job in the list either (don’t know what it is supposed to look like, but I don’t think I would have missed it):'(
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on July 18, 2012, 04:30:36 pm
Thanks for the "guide" info : i will stick to "push" and "guide"…
I checked my ramp tracks, and one of them was "S" instead of "NS". Thanks for that tip. How comes I did not get the "! Set dir/connect track" message?
Unfortunately, it seems my dwarves are still not willing to push the cart… I waited a while, and I couldn’t find the job in the list either (don’t know what it is supposed to look like, but I don’t think I would have missed it):'(

One of the things I'll do to test my tracks is set it with a single stop and simply have it pushed immediately, with no load settings.  See where it stops/goes awry.
Title: Re: The "How Does Minecart" Thread
Post by: Edrin on July 18, 2012, 05:11:10 pm
One of the things I'll do to test my tracks is set it with a single stop and simply have it pushed immediately, with no load settings.  See where it stops/goes awry.
A very good advice. Strangely it worked well, even with the loaded cart, but only on an adjacent square. Then I tried again on the original square, and… It worked. These carts seems a bit moody to me… Well,  I will see later if I can make it work with a useful route.
Thanks for your help !
Title: Re: The "How Does Minecart" Thread
Post by: askovdk on July 20, 2012, 07:52:09 am
My mine cart 'lift' is working.  :)
I've uploaded the map at the archive: http://mkv25.net/dfma/map-11326-wheelauthors-waterfall (http://mkv25.net/dfma/map-11326-wheelauthors-waterfall)

The design is a 3x3 shaft made as a double helix.
The power is transmitted down through the empty central square.
My setup uses a highest speed roller at every second level on the up track, and a high track stop to avoid derailing on every other level on the down track.

I can try to write more about it if there is interest, but I hope the map shows the concept well enough.
Title: Re: The "How Does Minecart" Thread
Post by: backora900 on July 20, 2012, 11:56:28 am
My mine cart 'lift' is working.  :)
I've uploaded the map at the archive: http://mkv25.net/dfma/map-11326-wheelauthors-waterfall (http://mkv25.net/dfma/map-11326-wheelauthors-waterfall)

The design is a 3x3 shaft made as a double helix.
The power is transmitted down through the empty central square.
My setup uses a highest speed roller at every second level on the up track, and a high track stop to avoid derailing on every other level on the down track.

I can try to write more about it if there is interest, but I hope the map shows the concept well enough.
Nice example. :)

But I have to ask:
- How much power does this particular setting require (and how many levels does it take).
- Also, do you have problems with dwarves pathing through this track? Because I don't see any stairs nearby.
- If possible can you count how long does it take for a minecart to go up and down? (even something like 10 seconds with 100 FPS would help if you don't want to count ticks :) )
Title: Re: The "How Does Minecart" Thread
Post by: Techhead on July 20, 2012, 02:54:23 pm
My mine cart 'lift' is working.  :)
I've uploaded the map at the archive: http://mkv25.net/dfma/map-11326-wheelauthors-waterfall (http://mkv25.net/dfma/map-11326-wheelauthors-waterfall)

The design is a 3x3 shaft made as a double helix.
The power is transmitted down through the empty central square.
My setup uses a highest speed roller at every second level on the up track, and a high track stop to avoid derailing on every other level on the down track.

I can try to write more about it if there is interest, but I hope the map shows the concept well enough.
I'm wondering what you have going on on level 75.
Title: Re: The "How Does Minecart" Thread
Post by: MehMuffin on July 20, 2012, 04:31:25 pm
Do minecarts have to connect directly with stockpiles or can they just be used for part of a route? I was thinking of making a central track that went down next to my main rampway to shorten hauling routes, but would dwarves use it even if it wasn't connected to any stockpiles?
Title: Re: The "How Does Minecart" Thread
Post by: askovdk on July 21, 2012, 03:43:16 am
My mine cart 'lift' is working.  :)
I've uploaded the map at the archive: http://mkv25.net/dfma/map-11326-wheelauthors-waterfall (http://mkv25.net/dfma/map-11326-wheelauthors-waterfall)

..
Nice example. :)

But I have to ask:
- How much power does this particular setting require (and how many levels does it take).
- Also, do you have problems with dwarves pathing through this track? Because I don't see any stairs nearby.
- If possible can you count how long does it take for a minecart to go up and down? (even something like 10 seconds with 100 FPS would help if you don't want to count ticks :) )

Sorry for the late reply.

The entire lift and power system uses 405 units of power, where most of it goes to power the redundant extra water wheels.
I.e. it is realistic to power a similar setup with a medium sized wind farm.

No problems with parthing.
The entire stack is restricted, and the automatic airlock system with pressure plates linked to doors keeps animals away.

It is very fast. A round trip of up and down 30 levels takes about 4 seconds, and I guess my FPS is about 40.
I tried the same setup on my laptop, and noticed that there was a 'lag' induced each time the pressure plate doors opens (probably due to recalculation of all paths? :-/), but I don't notice a similar problem on my main computer.

Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on July 21, 2012, 03:28:56 pm
Okay, I'm having an argument with tracking from the surface.  In particular, I'm having difficulties due to the fact that you can't carve tracks into soil.  alright, no biggie, I'll just setup some ramps and build tracks, right?

Well, my usual 'ramp' through rock that I'd carve tracks into just isn't working.  I keep getting blocked from site orders by the masons.  To add to my grief, it doesn't look like I'm getting the ramps to work correctly.

Here's what I did.  Drive a mined path out to point A.  At point A, carve a ramp up, move up a level and over one square, repeat.  I keep getting told they're unusable when I CAN build the constructed tracks as well, and can only build them over 'open space' until I've got track near it, which certainly didn't work, so thus I'm forced to place them one at a time... and getting 'blocked site' complaints.

So, a few questions.  CAN you combine carved and constructed track?  And does anyone have some hints on dealing with the ramps through soil and constructed tracks?
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on July 21, 2012, 06:49:33 pm
Yes, you can combine them just fine (though not on the same tile...). I can't what you're doing, based on on what you wrote, but to make tracks work you need the following (carved track for comparison):

Carved non-ramp track
*You need to set the connections of the track, which you do by telling the game which tiles a particular track tile can connect to. For a corner this means designating twice -- once from the corner tile to its entry side, and once from the corner to its exit side (entry and exit being relative).

Carved ramp track
*Again, you need to tell the game which other tiles each track tile is connected to, and again this means designating a tile twice if it's a corner. The difference here is that these tracks cross levels, but that doesn't really matter for the purposes of tile connections -- a flat track running in a line from east-west needs to have all EW tiles on the middle parts of the track, and a sloped track running from east-west also needs to have all EW tiles. (This isn't actually true, since a ramp running downwards from east to west can be guided in either direction when all the track tiles are W only.*) You can't designate it all in one go, unlike straight track, as track designations don't carry through z-levels.

Constructed non-ramp track
*For straight sections this works something like carved track. You select EW or NS, increase the width or length of the tile area as necessary, and place it in sections of one to ten tiles, or more if you're making parallel tracks. For corners you need to place the tiles one at a time, and select the connection type from the list.

Constructed ramp track
*These always need to be placed one at a time, and you need to select the connection type from the list. As with carved track, the change in z-levels between tiles has no effect on the connection type needed.

You don't need to construct ramps on open space. As with regular constructed ramps, they're only created as up-ramps and the game fills in the down-ramp on the level above. You should be able to construct a ramp while the dwarf is standing on the site -- I've done it before.

* I believe you'd need the proper connections if you wanted to use power to get the cart up the ramp. I'm not sure what's going on with the track connections in that case -- I think the dwarves are shoving the minecart along the ground because there is no track running between stops, but because all the ground tiles they're shoving the cart across are track tiles those tiles are creating the amount of friction appropriate to a fully-functioning track. But I don't know that for sure.
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on July 22, 2012, 03:58:48 am
Yes, you can combine them just fine (though not on the same tile...). I can't what you're doing, based on on what you wrote, but to make tracks work you need the following (carved track for comparison):
Whoops, sorry, I'll try to be more clear.

Quote
Carved non-ramp track
Carved ramp track

Yep, I've got Carved Tracks working just fine (still fighting with rollers and DWRs but that's another story).  Appreciate the reminder there, however.  It's this whole soil and constructed tracks I'm fighting with...

Quote
Constructed non-ramp track
*For straight sections this works something like carved track. You select EW or NS, increase the width or length of the tile area as necessary, and place it in sections of one to ten tiles, or more if you're making parallel tracks. For corners you need to place the tiles one at a time, and select the connection type from the list.
So far so good, was able to do this in a test scenario without a problem to make sure I hadn't lost my mind.

Quote
Constructed ramp track
*These always need to be placed one at a time, and you need to select the connection type from the list. As with carved track, the change in z-levels between tiles has no effect on the connection type needed.
Here's where I'm doing a head-desk.  I'll try to be a lot more explicit.

Quote
You don't need to construct ramps on open space. As with regular constructed ramps, they're only created as up-ramps and the game fills in the down-ramp on the level above. You should be able to construct a ramp while the dwarf is standing on the site -- I've done it before.
In this particular case, I wasn't able to.  I actually channeled out an adjacent ramp to allow them access.  This hints that something I'm doing is wrong.

So far this track is completely unpowered, I'll worry about that after I can get a push working from the highest position.

... After goofing around with this a bit (and leaving the post up so I could edit it as necessary) I found out my error wasn't from laying the track... though I can't get a pushed cart to go up one level but that's known, wanted to test myself.  The problem was I'd earlier assigned a different minecart to the tracks, and didn't have a furniture stockpile setup, so the old one was still sitting there looking like it'd never went down the hole.  I'd also fouled up one of the track pieces so my cart was 'skydiving' one of the carved ramps, which slowed it down enough that when I'd look for it underground I'd end up impatient.  You need a bit of 'flat' track from what I could see to get constructed ramps going, though, so it had something to connect to, or it would complain at me it was 'blocked'.

Alright, now to muck around with stealing a bit of power from my waterfall generator and see if I can get this puppy powered up for quantum bone (and eventually, wood) delivery to the crafting levels.

Thanks for the help, Sutremaine.  It at least made sure I double checked every inch of it before I decided to go foot in mouth taste-testing.
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on July 22, 2012, 10:19:55 am
In this particular case, I wasn't able to.  I actually channeled out an adjacent ramp to allow them access.  This hints that something I'm doing is wrong.
Can you put up a screenshot? If they have a floor tile next to the build site (upramps count as floor), they should definitely be able to build the ramp. Either it'd be supported by the existing floor, or by being connected to the floor tile the dwarf is standing on to do the constructing.

Quote
You need a bit of 'flat' track from what I could see to get constructed ramps going, though, so it had something to connect to, or it would complain at me it was 'blocked'.
The 'blocked site' message is part of the building process, and should come up if you replace the failing track tiles with regular constructed floor and ramp. It's not a track-specific problem. You can set up routes on nothing but ramped track and set the stops so that there are no yellow !s anywhere on the stop list, but the minecart will roll down the ramp as soon as it's placed.
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on July 22, 2012, 12:30:43 pm
Can you put up a screenshot? If they have a floor tile next to the build site (upramps count as floor), they should definitely be able to build the ramp. Either it'd be supported by the existing floor, or by being connected to the floor tile the dwarf is standing on to do the constructing.
Ah, that was just it, it was a straight ramp, no adjacent floor.

So, for example, here I needed to build the adjacent ramp.  I believe it's so they had somewhere they could stand next to it:
(http://i35.photobucket.com/albums/d178/GUDare/Dwarf%20Fortress/CartMidramp.jpg)
Mind you, I hadn't needed that for carved track.

Meanwhile, down here, I was able to carve the track and build the first ramp connected to the carved track without an issue:
(http://i35.photobucket.com/albums/d178/GUDare/Dwarf%20Fortress/CartBuildable.jpg)
My guess is because they could stand on the floor where the other track was already existing.

Quote
The 'blocked site' message is part of the building process, and should come up if you replace the failing track tiles with regular constructed floor and ramp. It's not a track-specific problem. You can set up routes on nothing but ramped track and set the stops so that there are no yellow !s anywhere on the stop list, but the minecart will roll down the ramp as soon as it's placed.
Ah, the top of my ramp looks like this:
(http://i35.photobucket.com/albums/d178/GUDare/CartTop.jpg)

So that wasn't it as far as I could tell.  It just wasn't allowing me to build constructed ramps until there was something I could attach to, such as the flat parts upstairs or the carved track/ramps from below in the stone.
Title: Re: The "How Does Minecart" Thread
Post by: Snaake on July 23, 2012, 08:54:23 am
Do minecarts have to connect directly with stockpiles or can they just be used for part of a route? I was thinking of making a central track that went down next to my main rampway to shorten hauling routes, but would dwarves use it even if it wasn't connected to any stockpiles?

If you're asking whether they'll just load up whatever they're carrying onto carts on their own initiative if the item was heading in a direction the tracks would go to, no, dwarves aren't that smart. You always need to tell them what gets loaded where (with the exception of a cart being submerged in water/magma automatically loads it with said fluid), and the same for unloading, or you can also use dumping track stops for that.
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on July 23, 2012, 09:50:56 am
Ah, that was just it, it was a straight ramp, no adjacent floor.
Ramps also count as floors in some situations, including access. You can build a 'bridge' over open air made of ramps and then put a wall tile at the end of it as easily as you'd build a 'bridge' made of floor tiles and with a wall tile on the end of it.

Quote
So that wasn't it as far as I could tell.  It just wasn't allowing me to build constructed ramps until there was something I could attach to, such as the flat parts upstairs or the carved track/ramps from below in the stone.
You can place a constructed ramp on a natural ramp tile if there's somewhere to work from. Attempting to do the same when the only floor on that level is underneath the ramp will result in a 'blocked' message. If you remove the ramp tile you can construct a ramp there, but the building material needs to be on the same level. One method of doing this is to order a bridge built over the downramp, but suspend it as soon as the architect brings the material. Once the miner removes the ramp, you can cancel the bridge construction to release the material for ramp-building. The miner will need the appropriate construction labour to remove the bridge and construct the ramp.
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on July 31, 2012, 04:20:19 pm
For those curious, you can't get a cart to 'jump track' without ramps.

(http://i35.photobucket.com/albums/d178/GUDare/Dwarf%20Fortress/Kickbackminecart.jpg)

In the image above you'll see a portion of my minecart science section.  The cart is pushed down the left towards a 'kickback' roller hooked to a DWR.  Said roller is set to highest speed (roughly 8000 Urists).

The cart will NOT slip the track at this speed on a 90 degree turn (empty anyways) that's level.  I've allowed multiple attempts to confirm that it wasn't a one off.  Now to see if I can attain flight with only the roller.
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on July 31, 2012, 09:15:21 pm
Testing's been done on that. Rollers by themselves (or a roller by itself, as one highest-speed roller is enough to max out the cart's speed) can't make a cart jump the tracks. You need three levels of acceleration, and you may need to keep the track level after acceleration to stop it from jumping the tracks at the next ramp down. I didn't have had any luck with accelerating the cart and then dropping it down a level for the final section -- it would always skip the ramp and crash into the wall beyond it.
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on July 31, 2012, 10:49:00 pm
Testing's been done on that. Rollers by themselves (or a roller by itself, as one highest-speed roller is enough to max out the cart's speed) can't make a cart jump the tracks. You need three levels of acceleration, and you may need to keep the track level after acceleration to stop it from jumping the tracks at the next ramp down. I didn't have had any luck with accelerating the cart and then dropping it down a level for the final section -- it would always skip the ramp and crash into the wall beyond it.

Do you need the Max Roller + 3 levels for an airborne ramp as well?
Title: Re: The "How Does Minecart" Thread
Post by: SandyCaesar on July 31, 2012, 11:43:01 pm
Is there any way I could have a minecart loaded and on the rails, but not actually going anywhere until I give the say-so?
Title: Re: The "How Does Minecart" Thread
Post by: FearfulJesuit on July 31, 2012, 11:54:49 pm
What I'd really like to see is a system that allows me to create a 1x1 power shaft of vertical axes with gear assemblies (though it might just be a shaft of gear assemblies) that I can power at the top. In this case, I would only need it to be a helix, possibly just a single helix, that is compact and has space for rollers connected to the power, sending carts up. It doesn't have to send them down.
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on August 01, 2012, 12:14:20 am
Is there any way I could have a minecart loaded and on the rails, but not actually going anywhere until I give the say-so?

Yeah, just don't designate departure conditions.
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on August 01, 2012, 12:58:20 am
Do you need the Max Roller + 3 levels for an airborne ramp as well?
Airborne ramp? I'm not sure what you mean by that.
Title: Re: The "How Does Minecart" Thread
Post by: DrKillPatient on August 01, 2012, 01:13:15 am
Is there any way I could have a minecart loaded and on the rails, but not actually going anywhere until I give the say-so?

If you dislike having to toggle the route orders constantly, there's a way to automate this, I think. Make a setup like so, where S is a stop, R is a roller, ^ is a pressure plate, W is a wall, + is a floor, = is a track, | is an axle, and D is a door:

Code: [Select]
+++W|W
+S^DRD==  --> cart goes this way
+++WWW

Link the axle up to a power source. Setup the pressure plate to trigger by minecarts and link it to the door closest to the stop. Have the dwarves push the cart in the direction of the rollers at a condition of your choosing (e.g. fully loaded). It will move onto the pressure plate and open the first door (don't use a floodgate-- the door opens immediately, the floodgate opens after a delay). 100 ticks later (a fairly short time), the door will close behind the cart and seal it in the "chamber". This is to prevent dwarves from picking up and replacing the cart, thinking that it has stopped. When you open the second door by the method of your choice (e.g. a lever), the rollers will push the cart onward.
Title: Re: The "How Does Minecart" Thread
Post by: Techhead on August 01, 2012, 01:43:34 am
Alternatively:
Level X:
Code: [Select]
++|+++
++*+++
+S.+++
++++++
Level X-1:
Code: [Select]
+WWW++
+W*W++
+WRD==
+WWW++
Instead of closing the door behind it, you drop the cart on the rollers.
Title: Re: The "How Does Minecart" Thread
Post by: WanderingKid on August 01, 2012, 01:53:52 am
Do you need the Max Roller + 3 levels for an airborne ramp as well?
Airborne ramp? I'm not sure what you mean by that.

My science is currently being developed to attempt to achieve a flying 'over the wall' delivery system for my melee dwarves during sieges without having to lower the bridges.  :D  Thus, airborne.  Sorry I wasn't clear.
Title: Re: The "How Does Minecart" Thread
Post by: DrKillPatient on August 01, 2012, 02:07:20 am
That's likely a more resource-efficient method providing you have the Z-levels to spare.

Here's another idea I had recently, a dwarven autoshotgun modified to fire creatures (also safe from intrusion by fliers):
Spoiler: Diagram (click to show/hide)

I've only diagrammed the barrel here. Be sure to use 3 downward ramps leading up to it so that the creatures are actually flung out.

To use, load a minecart with cage(s) full of creatures, possibly an entire goblin siege. Fire the minecart into this device, and it will strike the wall on Z+0. The cage will fly out of the minecart at Z+1 and hit the wall there. The creatures will fly out of the cage at Z+1 and Z+2, through the fortifications, and out of the device.

In my tests, creatures who land on other creatures when fired from the weapon will take little damage (possibly some bruising) while severely injuring whoever they landed on, so you may wish to use the device to fire bears/tigers/elephants at dense crowds of enemies. I've not had much of a chance to test this weapon, but will construct one shortly in my current fort and perform further testing for possible uses.
Title: Re: The "How Does Minecart" Thread
Post by: askovdk on August 01, 2012, 06:12:56 am
What I'd really like to see is a system that allows me to create a 1x1 power shaft of vertical axes with gear assemblies (though it might just be a shaft of gear assemblies) that I can power at the top. In this case, I would only need it to be a helix, possibly just a single helix, that is compact and has space for rollers connected to the power, sending carts up. It doesn't have to send them down.
???  That sounds very much like what I wrote about 20 posts ago. ???
http://www.bay12forums.com/smf/index.php?topic=109460.599

I had a minor problem of providing the power with axels without allowing dwarves and animals to path into the helix. The solution I made was to channel a couple of floor tiles in the axel corridor down into a underlying room.
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on August 01, 2012, 11:37:01 am
My science is currently being developed to attempt to achieve a flying 'over the wall' delivery system for my melee dwarves during sieges without having to lower the bridges.  :D
You don't need any ramps for that, you can just send the cart flying through a fortification.

Code: [Select]
S=.+.==
With S as the start of the track, you can ride the cart (I don't know if material matters to a push or ride order, but the cart I use is very light candlenut) and still have it jump the two gaps.

You'd probably be better off using an airlock for deploying dwarves. Only one dwarf at a time can use a cart and they have to be civilians to do the vehicle pushing jobs, and you can't assign dwarves to routes or carts.
Title: Re: The "How Does Minecart" Thread
Post by: eRaz0r on August 01, 2012, 04:59:11 pm
What I'd really like to see is a system that allows me to create a 1x1 power shaft of vertical axes with gear assemblies (though it might just be a shaft of gear assemblies) that I can power at the top. In this case, I would only need it to be a helix, possibly just a single helix, that is compact and has space for rollers connected to the power, sending carts up. It doesn't have to send them down.
???  That sounds very much like what I wrote about 20 posts ago. ???
http://www.bay12forums.com/smf/index.php?topic=109460.599

I had a minor problem of providing the power with axels without allowing dwarves and animals to path into the helix. The solution I made was to channel a couple of floor tiles in the axel corridor down into a underlying room.

My first helix solution was 5x5 -- in the end, I think it worked more easily despite the (slightly) greater power requirements.

I have several working corkscrews in my current map.
Things to note:
Angled down-tracks (e.g. Down NE, i.e. corner ramps) are more prone to derailment, even with walls, when traveling downwards.
A 3x3 is more unstable than a 5x5 going up or down,  because of the lack of horizontal tracks on each level -- these slow the cart slightly, and allow for re-alignment after derailing. A 3x3 helix has the cart changing Z's as well as direction very quickly.  I have had to build Slowing Trackstops and longer loops at various levels in some of my 3x3 towers to make them safer.   This is less of an issue with items than with riders.

Rollers on Highest built on an up ramp will launch carts off the track (bad in a 3x3 riser tower, where the next tile is a corner)

Oh  and Track Stops don't dump riders.  (which is very disappointing :D).

And finally, the easiest track switch is does not use a roller.  It uses a retracting bridge overlapping the corner. 

Code: [Select]
1
1
1
1 1 1 1 1
.
2
2
2
2
Track 1 is designated with a corner, not a T-junction into 2.
Track 2 is designated without a terminus  (i.e. continue it into 1 but un-designate the squares between 2 and 1, and make sure to redesignate the corner of 1

Code: [Select]
1
1
1
B 1 1 1 1
B
B
2
2
2

Build the retracting bridge B over the corner square of 1 and into 2. 

Retracting the bridge reveals the corner track and the cart continues along the corner of 1 towards the east. 
Extending the bridge makes the cart continue to the south into 2.

Much easier than the Wiki's proposed T junction.
Title: Re: The "How Does Minecart" Thread
Post by: SpeedyBanana on August 24, 2012, 12:45:28 pm
I can't get mine carts to go up ramps. What am I doing wrong here?




Top Floor:
     

Wall ---->  ▓▼============█  <--- Minecart Starts Here
                 
                  ^
                  |
                  |
                EW Ramp (built one level below)


-The minecart is pushed West. All tracks from the starting point are EW tracks.
-There is a EW ramp at the very end, built one level below.
-The minecart travels west and goes down the ramp perfectly.




Bottom Floor:


                                               ---- Minecart comes down here from level above and continues west.
                                              |
                                              ˅

Stops Here ---> █============▲▓  <---- Wall

                                              ^
                                              |
                                              |
                                             EW Ramp (built on this level). The block to the right of it is a wall.



-The minecart comes down the ramp just fine and continues to move west.
-All tracks on this level are EW tracks.
-Minecart comes to a stop at the end of the track on this level just fine.


HOWEVER. When the cart is then pushed back east, it doesn't go up the ramp. It hits the wall beside the ramp and rebounds back. I tried to change the ramp to East only (not East-West) but it still doesn't use the ramp. It hits the wall and bounces back.


WTF IS GOING ON!!?>!?!
Title: Re: The "How Does Minecart" Thread
Post by: Snaake on August 25, 2012, 11:52:11 am
...(I don't know if material matters to a push or ride order, but the cart I use is very light candlenut)...

I think the material of the cart only matters for collisions (both of carts & cart and carts & creatures). And magma-safety, of course. Push/ride/roller distances/speeds are always the same regardless of material.
Title: Re: The "How Does Minecart" Thread
Post by: Sutremaine on August 25, 2012, 02:24:31 pm
I think the material of the cart only matters for collisions (both of carts & cart and carts & creatures). And magma-safety, of course.
And also for transportation. I have one route that drops the minecart and its spilled contents down a shaft, and with a stockpile at the bottom that takes the cart it simply gets taken back to the route stop once the fall is finished. So long as the cart by itself isn't heavy enough to slow the hauler down, it's exactly as fast as guiding it.*

Powering it back up would be quicker in the long run, but I don't want to do the construction work and I don't want to use the antigravity ramp bug. One long trip a handful of times a year is acceptable.

*I've just had an idea... if I use a little c-section to connect the top of the shaft to the tracks, I can just take the cart back up the stairs instead of taking it through the fortress. Might need a little touchup of the traffic designations to stop everybody using that route, which at best will cause horrible traffic jams and at worst kill occasionally kill everybody on the stairs.
Title: Re: The "How Does Minecart" Thread
Post by: Oaktree on August 25, 2012, 09:23:21 pm
That's likely a more resource-efficient method providing you have the Z-levels to spare.

Here's another idea I had recently, a dwarven autoshotgun modified to fire creatures (also safe from intrusion by fliers):
Spoiler: Diagram (click to show/hide)

I've only diagrammed the barrel here. Be sure to use 3 downward ramps leading up to it so that the creatures are actually flung out.

To use, load a minecart with cage(s) full of creatures, possibly an entire goblin siege. Fire the minecart into this device, and it will strike the wall on Z+0. The cage will fly out of the minecart at Z+1 and hit the wall there. The creatures will fly out of the cage at Z+1 and Z+2, through the fortifications, and out of the device.

In my tests, creatures who land on other creatures when fired from the weapon will take little damage (possibly some bruising) while severely injuring whoever they landed on, so you may wish to use the device to fire bears/tigers/elephants at dense crowds of enemies. I've not had much of a chance to test this weapon, but will construct one shortly in my current fort and perform further testing for possible uses.

Please keep the thread posted on testing results.  A opportunity to bombard a goblin siege with a cage of war trained cave crocodiles would be worth carrying out extra construction!  (And if I get my purchased snakes to breed a cage of venomous reptiles would be interesting to try as well.)

Has anyone gotten a preferred railgun shotgun load worked out yet?  I'm playing with 25-30% loads using a mix of copper spiked balls, copper serrated discs, and copper or bronze spears.  I haven't quite got the ratios tweaked right, but like the mix of attack styles.  I also think 25% is too big of a load since a goblin close to the launch point can stop thirty objects as easily as ten.  So I think the better solution is having more carts with a 10% or less load.  Hit the targets more often - which puts some emphasis on getting a launching system that can handle multiple shots quickly and triggers in a timely manner.  (My current system is sending someone up a few levels to push carts.  Need to start using rollers with a power switch, or a hatch on a lever that drops the car onto a ramp to get it started.
Title: Re: The "How Does Minecart" Thread
Post by: LoSboccacc on August 27, 2012, 02:27:34 am
My first successful working setup!

Very basic stuff indeed:
At soil level, the fields: a stockpile for seeds (the only in the fortress) and one for plants. On its side, a stop where cart depart guided when full or after 7 days.
Spoiler (click to show/hide)

Down below, some level below the fortress rooms, the food processing workshops and the route second stop:
Spoiler (click to show/hide)

The built station drops all the content directly on the food pile.

There is one limitation, in that fields cannot have a target pile where to drop stuff,  so I had to limit hauling jobs on the target field using wheelbarrows. Any better idea for avoiding dwarves directly hauling food to the main stockpile?
Title: Re: The "How Does Minecart" Thread
Post by: Di on August 27, 2012, 08:08:37 am
Any better idea for avoiding dwarves directly hauling food to the main stockpile?
um, take from links only at the target pile?
Title: Re: The "How Does Minecart" Thread
Post by: LoSboccacc on August 27, 2012, 08:34:25 am
That pile also receive fish and other food stuff to be processed.

Maybe I can split the destination pile up in two, plants and other foods. Maybe I'll try like that but I hate multiple pile as they usually are quite space inefficient.

Yeah, sounds like a good idea, thanks.
Title: Re: The "How Does Minecart" Thread
Post by: wuphonsreach on August 27, 2012, 01:41:34 pm
So, I think my biggest annoyance to date is the speed at which tracks are carved.  Toady needs to slash the time needed for an engraver to carve a track into rock by at least 1/2.  Maybe even more. 
Title: Re: The "How Does Minecart" Thread
Post by: LoSboccacc on August 27, 2012, 01:45:41 pm
skilled engraver seems do it nicely; throwing unskilled in the lot instead seems to slow down the entire operation
Title: Re: The "How Does Minecart" Thread
Post by: LoSboccacc on August 27, 2012, 03:01:37 pm
I can set a condition on cart fullness; is there a way (programmed or contraptionish) to only send a cart when the source stockpile is full?

so I can have a secondary pile down below without affecting workshops taking from the primary pile
Title: Re: The "How Does Minecart" Thread
Post by: wuphonsreach on August 27, 2012, 03:25:09 pm
skilled engraver seems do it nicely; throwing unskilled in the lot instead seems to slow down the entire operation

Yeah, I had (3) Expert/Professional engravers and it still was a very slow process.  I think it's one of those game balance things where if the track engraving process was faster, setting up your track system would be a whole lot less painful.
Title: Re: The "How Does Minecart" Thread
Post by: wuphonsreach on August 27, 2012, 03:35:51 pm
Cages - you can fit (16) caged enemies in a mine cart.  Seems to be faster to move (16) at a time via the carts then to just wheelbarrow it.

Near the entrance where you have all your cage traps, create (1) quantum stockpile for empty cages, (1) for full cages and (1) for mechanisms.  Typically, mine all look like:

Code: [Select]
...
.>Q
...

. = source, take-from-anywhere, stockpile (with wheelbarrows for the cage stockpiles)
> = constructed track stop that dumps towards "Q"
Q = quantum pile, take-from-nowhere

Those stockpiles are usually just outside the inner drawbridge.  Outside of any windy trap-lined path and as close to the cage traps as possible without being exposed.  By keeping your "full" and "empty" cage piles near your cage traps, you can absorb large numbers of enemy forces and still reset the traps quickly.

Inside the walls, I create a 2nd quantum minecart-powered stockpile for filled cages, which pulls from the outer stockpile.  That then feeds to a track which sends the full cages down to the top of the pits.  Domestic critters and dwarves are excluded from that ride.

At the top of the pit, I have a single 1x1 quantum tile which accepts full cages.  Next to that tile, I have a "dump" stop which unloads the cart.  That gives you a quantum stack of cages right next to the pit hatch.

...

Now, I've tried using the same hauling route with (4) stops in order to bring empty cages back to the start point from the pit head, but the problem is that because you typically "pit" things in batches, there's not an even flow in both directions.  That means your route is going to be very slow at moving enemies around.

In cases where the flow is uneven across time, I think it's better to define (2) routes, each with (2) stops.  One to take full cages down to the pit head, another to bring empty cages back up near the entrance.


Title: Re: The "How Does Minecart" Thread
Post by: Varnifane on August 28, 2012, 02:55:26 pm
Just made my first guided track. Phew.

Will be back with loads of questions after I finish reading this entire thread.
Title: Re: The "How Does Minecart" Thread
Post by: Drawde on October 13, 2012, 06:47:03 am
I've got a setup I've used before to dump refuse into my atom smasher.

Got a refuse pile.  Next to it is a stop set to collect from the stockpile.  One tile of track, then another stop set to dump into the smasher.

I've used this before.  I'd watch the dwarves haul the refuse to the pile, then some would haul the refuse to the cart.  Once it reached enough stuff in the cart, it would be guided to the hole, dumped, then guided back.

Except this time no one's filling the cart.  I've double checked it, and it's linked to the stockpile and set to collect the correct items from it.  The pile is being filled, but I have refuse haulers just sitting there once it's filled up.  And I've seen them fill the cart in previous forts.

Did I miss something this time?
Title: Re: The "How Does Minecart" Thread
Post by: Drawde on October 13, 2012, 02:41:24 pm
Figured it out.  I set it to take from the stockpile, but forgot to say WHICH stockpile   :P
Title: Re: The "How Does Minecart" Thread
Post by: geail on November 03, 2012, 12:42:37 pm
I was hoping y'all could help me debug one of my tracks.
It hauls food from my production area near the surface to my dining room deeper down.
I have verified that the track route is good, the orders are correct, the cart is full, dwarves have Guide Cart enabled.
The problem seems that there is no "guide cart" assignment in the [j]ob list.  Does anyone have any idea how I can fix this?
Title: Re: The "How Does Minecart" Thread
Post by: cvar on November 03, 2012, 05:14:27 pm
Anyone got any advice on how to stop thirsty dwarves from getting stuck in my drink stacker?  It's just a 2 tile cart track with a dumping stop on the end, but dwarves will try to drink from the minecart instead of either stockpile and get stuck.  I can forbid the drinks in the cart and most of the time they'll move off of it, but after un-forbidding it, the drinks never seem to get dumped out.

Don't really want my fort tantrum spiraling over thirsty dwarves when I've got plenty of drinks :<

-Edit
I was under the impression that guided minecarts won't hurt dwarves :x
(http://s10.postimage.org/pui2l1dr9/guidecart.jpg) (http://postimage.org/image/pui2l1dr9/)

All my minecarts are set to guide for that reason, but this kid just got smashed.
Title: Re: The "How Does Minecart" Thread
Post by: AutomataKittay on November 04, 2012, 05:36:36 am
Was the guided cart being pushed up or down ramps? Ramps seem to behave weirdly with hauled stuffs in my fortresses, particularly going down it.

And did you set your dumping stop in the right direction? Sounds like it's not set to dump!
Title: Re: The "How Does Minecart" Thread
Post by: geail on November 04, 2012, 09:08:27 am
Yes.  My dining hall is about 10 levels lower than my food production.  But I have made sure all of the ramps are carved correctly and am receiving no pathing errors
Title: Re: The "How Does Minecart" Thread
Post by: xl 4ndre lx on November 04, 2012, 10:17:46 am
Yes.  My dining hall is about 10 levels lower than my food production.  But I have made sure all of the ramps are carved correctly and am receiving no pathing errors

Is the problem with the stockpiles. Do you have them set to give and take
Title: Re: The "How Does Minecart" Thread
Post by: geail on November 04, 2012, 12:11:04 pm
Is the problem with the stockpiles. Do you have them set to give and take
I have it set up to take drinks and prepared meals from a general food stockpile which receives from everywhere and gives to some farming workshops.  My cart is full so I assume this point is working.
At the end, I want a quantum dump onto a single tile prepared meal and drink stockpile.  I have a track stop set up there to cause the immediate dump when the cart reaches the stop.  The cart is set to keep no items and leave immediately after being emptied.

The cart is full but has yet to leave the first station.
Title: Re: The "How Does Minecart" Thread
Post by: cvar on November 04, 2012, 04:25:07 pm
Was the guided cart being pushed up or down ramps? Ramps seem to behave weirdly with hauled stuffs in my fortresses, particularly going down it.

And did you set your dumping stop in the right direction? Sounds like it's not set to dump!

It's the ramp :(
Just had one of my marksdwarves get run over.  Only light bruising because his pet goose took the majority of the impact (broken leg)

No idea on the dumping stop, can't find a way to see what it's set too, I'll just dismantle it and rebuild it.  I do forget to set the dump direction a lot though, so probably it.
Title: Re: The "How Does Minecart" Thread
Post by: AutomataKittay on November 05, 2012, 03:21:39 am
Was the guided cart being pushed up or down ramps? Ramps seem to behave weirdly with hauled stuffs in my fortresses, particularly going down it.

And did you set your dumping stop in the right direction? Sounds like it's not set to dump!

It's the ramp :(
Just had one of my marksdwarves get run over.  Only light bruising because his pet goose took the majority of the impact (broken leg)

No idea on the dumping stop, can't find a way to see what it's set too, I'll just dismantle it and rebuild it.  I do forget to set the dump direction a lot though, so probably it.
Glad you found it before someone got killed! Yeah, I've had a few dwarves get killed going down ramp with heavy stone being hauled somehow, I should try a few fortresses to work out how to reduce that, otherwise you could try to put restricted traffic on the ramp track.

And yeah, unfortunately, I don't know how to check dumping direction after it's built, it is pretty easily missed. I've had to rebuild a lot of track stops because I didn't noticed :D
Title: Re: The "How Does Minecart" Thread
Post by: TBeholder on January 19, 2014, 03:07:58 pm
Pressure plates can react on the weight of a minecart with everything inside. This allows to build a very simple "monkey trap".
Set the triggering threshold just below the minecart's full weight. When a thief takes an item from a cart (they'll rather steal the whole cart, but why not), the plate reacts, the room gets sealed. The critter can be fast, flying, weightless, trapavoid... if the trap is activated by the act of thievery itself, it remains reliable as long as the bait can't be instantly swapped for something else (http://comic.nodwick.com/nodwickstrips/2008-05-21.png).
Title: Re: The "How Does Minecart" Thread
Post by: cyberTripping on January 19, 2014, 06:58:27 pm
Holy thread necro, Batman!
Title: Re: The "How Does Minecart" Thread
Post by: Aseaheru on January 19, 2014, 07:18:02 pm
Over a year...
Title: Re: The "How Does Minecart" Thread
Post by: Larix on January 19, 2014, 07:27:18 pm
It's appropriate to the topic and contributing something new to a mixed-bag collection thread, so no big deal.

Weight-sensitive plates with minecarts can be used in dwarven computing, and more practically are applicable in an automatic "launch when full enough" system: http://www.bay12forums.com/smf/index.php?topic=15096.msg4580050#msg4580050 , second half of the post.

To catch kobolds and other trapavoiders, i prefer the simple reverse water switch, simplified:

Code: [Select]
###
DWD
###
# = Wall
D = Door, unlocked and animal-passable
W = Water on water-sensitive pressure plate, set up so that the plate changes state when one or more units of water flow off the plate. This can easily be filled through a pond zone from above, although that may need added security against flyers.

_Anything_ that opens one of the doors will cause water to flow off the plate and trigger a change state - either switching the plate off when falling under the minimum setting (e.g. plate set to 6-7) or switching it on when falling under the maximum setting (e.g. plate set to 0-5). This catches absolutely everything apart from ghosts.

Of course, you could make a more immediate trigger-free minecart trap by putting a minecart on a roller directly behind a door. Units will not take account of the minecart when trying to path through it and will readily open the door and take a minecart to the face.
Title: Re: The "How Does Minecart" Thread
Post by: 4maskwolf on January 19, 2014, 09:11:44 pm
I used to be a petty thief like you... but then I took a minecart to the face.

Sorry, I had to.
Title: Re: The "How Does Minecart" Thread
Post by: TBeholder on January 20, 2014, 12:28:47 am
Weight-sensitive plates with minecarts [...] more practically are applicable in an automatic "launch when full enough" system:
To think about it, absolute weight threshold allows at least some fine-tuning simply via choosing the minecart by material density (oak 28 Urists, willow 16, etc).
A mechanical launch may need extra safety measures, though - dwarves doing "store item in a vehicle" visit the track tile itself.

To catch kobolds and other trapavoiders, i prefer the simple reverse water switch [...]
water-sensitive pressure plate, set up so that the plate changes state when one or more units of water flow off the plate. This can easily be filled through a pond zone from above, although that may need added security against flyers.
Security against flyers is 1 floor grate, but BUILDINGDESTROYER, of course, would need a water lock or a fortification under floor grate on the adjacent tile (hmm... "Dwarven Sink"  ;) ?) - though greater water capacity would increase latency.
Of course, you could make a more immediate trigger-free minecart trap by putting a minecart on a roller directly behind a door. Units will not take account of the minecart when trying to path through it and will readily open the door and take a minecart to the face.
Simple and good. Needs testing for latency and whether the door can be closed again before the cart atually moved.
So what we have so far...
Trigger type
Trigger medium
Target's traits
Latency
basic
direct
no TRAPAVOID
(or implied equivalents)
99
obstacle removal
minecart, liquid
BUILDINGDESTROYER
CANOPENDOORS

99+?
tray weight
minecart
CURIOUSBEAST_EATER
CURIOUSBEAST_GUZZLER
CURIOUSBEAST_ITEM

entity ITEM_THIEF
99?
Of course, if the locking mechanism is RS-trigger type rather than self-reversible, any of these can be combined with a lever for letting MISCHIEVOUS critters kindly trap themselves.
Title: Re: The "How Does Minecart" Thread
Post by: TBeholder on January 24, 2014, 01:49:01 pm
In other news: the derail-based speed limiter can be easily improved to 2x density.
On the left side is the original design. It's obvious that both crossings can be used for derailing check and you could inject minecarts counterclockwise from any place in "8", as long as carts are allowed to avoid the first stop if they don't derail. But then, if the north arc is not used before the first check, no reason to not have another stop there:
Code: [Select]
                 ↓            ↓
     OOOO     OOO║O        OOO║O
in →═╔═╗O     O╔S╗O        O╔S╗O
out←═╬═╝O    ←═╗═╝O       ←═╗═╝O
    O╚S╝O     O╚═╝═←       O╚S╝O
    OOOOO     O║OO         O║OOO
               ↑            ↑
It's faster and more precise, because it got less turns after the last stop than the classic system, which means less risk that a minecart's speed will be just within the narrow band allowing it to stop somewhere inside the 8-loop. Though if you really worry about this, it's probably better to either put rollers instead of corner tracks after each stop, or use the one-stop version with "lowest" roller in the other arc, depending on how much you're willing to bother with power transfer.
Title: Re: The "How Does Minecart" Thread
Post by: Larix on February 01, 2014, 06:49:53 pm
A very limited-use variant speed reduction method - the difference brake:

Code: [Select]
  ####  ####
  #╔╗#  #╔╗#
in=╬╝#  =╬M#
  #║##  #║##
  out

The "regulator" minecart sits on the NW track corner, spot marked 'M' to the right. A high-speed minecart enters the loop, collides with the regulator cart, the regulator cart goes around the loop and collides with the input minecart, pushing it off to the south.

The clincher is that the regulator cart is of a significantly different weight from the input cart. Heavier or lighter doesn't matter, only that there's a big difference in weight. An iron cart brakes an aluminium cart just as well as an aluminium cart brakes an iron cart.

You see, if carts of different weight collide, the output speed is reduced if a lighter cart bumps into a heavier one, but a heavy cart bumping into a light cart doesn't result in an increase in speed. So if you put two different-weight carts through a simple back-and-forth of collisions, the result is always a speed reduction.

Obviously, if both carts are of the same weight, the output speed will not be significantly reduced.

On the flip side, the whole thing is largely useless, because a derail-speed cart colliding with pretty much anything shotguns all of its contents. So this brake is only useful to reduce the speed of empty carts, unless you want to shotgun all your cargo into the speed regulator chamber for some reason.

PS: self-resetting design:

Code: [Select]
.#####
 #╔╗╗#
 #▲║║#
==╬=╝#
 #║###

The track ramp is NW, so probably an impulse ramp or somesuch. This setup requires the regulator cart to be the lighter one, because it needs to be fast enough to derail over the ramp to bump the input cart. It's then re-accelerated by the ramp and returns to its starting position.

PPS:

Well, i actually started thinking about this when considering a way to sort incoming minecarts into automatic launch pads, in such a way that the cart would enter the first "free" location and pass by occupied ones. To be launch-able, the pad must be either a roller or hatch cover (or bridge, if you like your automatic launches via haphazard cart-slinging), so cannot directly contain a pressure plate. Of course, a return path with pressure plate can still be built, or a return mechanism rigged to get a cart back on the move if it unsuccessfully tries to enter an already-occupied pad.

Fast response, complicated:
Code: [Select]
.   ║####        ║####
in==╚=║╗#    in==<<▼^#
    #╔╝║#        #╔╝║#
    #║╚╝#        #║╚╝#
    #║###        #║####

To the left, the pathing, to the right:
<< = 2 long roller pushing west, rerouting incoming cart when pad occupied
▼ = 1x1 roller pushing south, actual launch roller
^ = pressure plate linked to activate the rerouting roller

An incoming cart will either find a vacant slot, goes through the loop and sorts itself into the launch spot. Or it will find the slot occupied, in which case it will bump the cart found forward, through the loop. The occupancy cart will pass over the pressure plate, activating the reroute roller and sending the incoming cart off through the reroute branch to the north, while the occupancy cart returns to the launch pad. The actual launcher needs an initial crooked path like here to allow a proper bump-loop onto itself. The reroute roller must be at least two tiles long - 1x1 rollers cardinally adjacent will power each other, so activating a 1x1 reroute roller would _also_ activate the launch roller. This design has the advantage of automatically redirecting additional incoming carts and should be safe from misfunctions when carts try to enter in quick succession.

Slower, easier:

Code: [Select]
.   ║###        ║###
in==╚=║#    in=^<<▼#
     #║#         #║#

^ Pressure plate linked to _deactivate_ the reroute roller
<< reroute roller pushing west
▼ launch roller pushing south

This pretty much explains itself. The incoming cart deactivates the reroute roller upon arrival. If the slot is free, it passes over the inactive reroute roller and comes to rest in the launch slot. If the slot is occupied, the cart stops on the last tile of the reroute roller and stays there until the roller re-activates, sending it off to the next slot. If additional incoming carts arrive during the 100-step recovery period of the pressure plate, they'll expand the delay and may "clog up" the system by stacking themselves back until a cart permanently sits on the pressure plate and keeps the roller deactivated until you manually intervene and fix it.

If a level switch is acceptable, some rollers could be replaced with hatch covers (notably in the first case - instant reaction equals fast rerouting) or grates (second case - delayed opening of the grate agrees with the delay-dependent nature of that design).
Title: Re: The "How Does Minecart" Thread
Post by: Larix on March 10, 2014, 06:44:59 pm
Sort of necro to put it in an appropriate place:

I built the "reusable" regulator much too complicated - this track loop is totally adequate:

Code: [Select]

  ####
  #╔╗#
in═╬╝#
  #║##
  out

all that's needed is to use three instead of one regulator minecart:

Code: [Select]
  ####
  #MM#
in═╬M#
  #║##
  out

The to-regulate cart travels in on an eastern heading, bounces into the southeastern regulator minecart, the impulse passes through all three stationary minecarts in good Newton's cradle fashion and is passed back to the moving cart from the north, pushing it out to the south.

As mentioned earlier, an impulse passed from a lighter to a heavier cart results in reduced speed, but an impulse going from a heavier to a lighter cart only passes on the unchanged speed. Thus, if there are weight differences between moving and stationary cart, the result will always be reduced speed, and the reduction depends on the relative weights of the carts. I tried it out and a regulator loop loaded with three willow minecarts (15kg) results in distinctly different flight lengths when wooden carts of different weight are shot into it at extreme speeds. With very little effort, i could force different outputs for willow, highwood and tower-cap carts, i.e. three wooden carts that'd be indistinguishable by pressure plate could be sent on different paths.
Title: Re: The "How Does Minecart" Thread
Post by: Larix on April 04, 2014, 01:29:25 pm
Digging it up again:

quite early in the thread, there was a lot of speculation about how track ramps really work, and someone (i must be missing the proper search words, so can't find it) commented that a sort of elevator was possible by creating a line of one-direction track ramps, only connected "up". I finally went and tried this out, and the bug's still alive and well:

Code: [Select]

z123456     
 ▲▲▲▲▲▲          /# 6
 ╠╠╠╠╠╠         /#  5
               /#   4
              /#    3
             /#     2
            /#      1

There's wall to the north and south of the track. Each ramp is one level higher, going up towards the east. East-pointing dead ends work just as well, and will be required if there's no wall to the side of the track. A cart propelled by dwarven push will travel up (or down) all six levels, without notably changing speed. Curiously, enhancing the cart's speed via an impulse ramp before entering the slope breaks the upward capability, the cart will hiccup and stop three levels up, while a descending cart will go down just fine.

NB: a cart going _down_ such a track will not accelerate.

This suggests that the track here is not considered to be on ramp and thus applies no acceleration/deceleration. The reason is quite simple: the carved track has no downward connection. I've previously only observed it when looking for acceleration, but since deceleration is practically acceleration in the opposite direction, it makes sense that improper connections nix deceleration, too.

The case of the stopping enhanced-speed cart suggests that cart movement across such a slope is irregular and can fail. I have no good idea what governs it and at which speeds passage should be possible (and why). It's pretty slow but apparently very low-tech and reliable, not to mention that it's remarkably safe: dwarfs kept walking right over the moving cart without being harmed, thanks to its low speed.
Title: Re: The "How Does Minecart" Thread
Post by: Larix on May 08, 2014, 10:31:23 pm
Alternative (built and tested) design for a speed limiter - impulse ramp based.

?? Impulse ramps to _limit_ speed?? Yes, of course - ramps accelerate towards their down direction; if a cart moves over a ramp toward the "up" direction, that downward acceleration translates into deceleration. So what you do is take a plain old impulse ramp and install it _against_ the cart's movement direction:

Code: [Select]
  in
.║.
.║#
#╔╗        ╔╗
#▲╚═out   #╝╚
.╚╝#       ╚╝
.#..
          track

As long as the cart moves at above-derail speed, it derails over the impulse ramp, but loses ~5000 speed for every step it spends on the ramp (and another 4000 for every full cycle, due to the four corners). Once speed drops below the derail threshold, the cart tries to follow the track corner of the impulse ramp. If it's a usable ramp (with connected track on the level above), it leaves to the upper z-level; if the ramp exit is blocked, the cart bounces back, starts moving in reverse and leaves the circuit towards the east.

This is the smallest conceivable impulse-ramp-based speed limiter; for the proper effect, the ramp must replace a straight track tile.

PS: i tried out a design with two reverse ramps, using connected track on the level above to remove the sufficiently decelerated cart; that design is ride-safe. A dwarf rode a minecart at maximum ramp speed, and three maximum-friction track stops and seven rounds in the limiter loop got him to a safe movement speed, so he came to a soft stop at the end of the route.
Title: Re: The "How Does Minecart" Thread
Post by: Sadrice on May 09, 2014, 02:11:22 am
for the proper effect, the ramp must replace a straight track tile.
What do you mean by this?  Do you mean that you must carve a NS track in the tile first before constructing the NW ramp?
Title: Re: The "How Does Minecart" Thread
Post by: Larix on May 09, 2014, 05:13:03 am
I mean you must put the ramp where otherwise a straight track bit could go, an impulse ramp on a corner won't do you any good, you need at least a 2x3 track array for proper braking. A ramp directly in a corner can't be derailed over while staying in the loop (there won't be a corner the cart can follow), so it'll derail into the wall and stop hard, losing its cargo in the process.

Impulse ramps on corners are no good for accelerating moving carts, either - once they're fast enough, carts will just go over the ramp, bump into the wall and re-start from a standstill. That's why a 2x2 impulse ramp loop
Code: [Select]
####     ####     ####
#▲▲#     #╗╝#     #║═#
#▲▲#     #╔╚#     #═║#
####     ####     ####

Tiles    Track     alternative

keeps the cart moving, but without reaching much speed - the cart takes 32 steps for each round, since it stops and starts on each ramp. A proper looped accelerator of 5x2, using flat track corners and a block of three ramps where straight track would go, accelerates a cart to maximum ramp-viable speed in ~400 steps, after which time the cart takes five steps for a full round in the loop.

Code: [Select]

####     ####
#╔╗#     #╔╗#
#▲║#     #╗║#
#▲║#     #╗║#
#▲║#     #╗║#
#╚╝#     #╚╝#
####     ####


You could place a second block of three ramps in the eastern half, but this design is already enough for max speed. If you want the cart to take the corners on ramps without losing all speed, you have to change z-level. This is doable and i've done it, but keeping the cart under control gets a bit complicated.
Title: Re: The "How Does Minecart" Thread
Post by: Hetairos on May 09, 2014, 11:39:05 am
What are the practical applications of riding minecarts? How do dwarves decide whether to ride a certain minecart or not? Can dwarves shoot while in carts?
Title: Re: The "How Does Minecart" Thread
Post by: Larix on May 09, 2014, 05:08:14 pm
Mainly, riding the cart can get a dwarf from A to B much faster than walking and can also allow crossing obstacles like lakes or pits. It takes some foresight and perhaps testing to make sure the route is actually ride-safe. A particularly clever application was the "minecart swimming track" - http://dwarffortresswiki.org/index.php/DF2012:Swimmer#Minecart_training

Riding minecarts is governed by the "place/push track vehicle" labour in the "hauling" section. Any civilian with that labour can take a ride. I haven't tried that, but burrows covering the start point of the routes should allow specifying the jobs some more.

Shooting is possible. I've seen dwarfs shoot and hit when passing nearby disturbances, i think some others have actually set up a "mounted archer patrol", using labour settings and burrows to make sure only the archery squad would ride the carts.
Title: Re: The "How Does Minecart" Thread
Post by: Naryar on December 09, 2014, 07:32:05 am
Naryar makes a gesture !
The thread shudders and begins to move !


So, how do I minecart railgun ? I get the impulse ramps accelerator thing (make a track in a 1z tall tunnel, then build ramp tracks like crazy in it), i get the reloading system, but tossing the magma-filled minecarts against an immobile minecart next to a fortification seems to do nothing. The magma doesn't leave the minecart Not to mention that minecarts cross the magma ditch around half the time only.

Also these impulse ramps seem not to work, somehow.

I have followed that 34.11 water gun thread pretty well, but I really want to throw magma-covered -large serrated iron discs- and magma blobs at my enemies.

I have heard i must have my fortifications 1 z-level higher than the minecart track, and the water gun doesn't have fortifications 1-z higher.

Any help ?
Title: Re: The "How Does Minecart" Thread
Post by: Larix on December 09, 2014, 10:41:10 am
Without a sketch of your layout, i can only offer somewhat vague advice:
- if impulse ramps don't work, they're not constructed the right way. To accelerate, a ramp needs a track branch to a wall and another to a "floor". The "floor" connection is the important one, it determines the acceleration direction; direction and even number of "wall" connections doesn't matter, as long as each ramp tile has at least one. The wiki has a picture of a proper impulse accelerator (http://dwarffortresswiki.org/index.php/DF2014:Minecart#Impulse_ramps).

- if the cart doesn't eject its load, it's not moving fast enough. This ties in with the previous issue. The minimum cart speed for shotgun effects is reportedly 70k, i.e. a cart dwarf-pushed down a three-z incline. An impulse rail of four ramps should be enough. More ramps give more speed and thus a more powerful shot.

- fortifications and the like only influence what happens to your payload _after_ it has parted company with the minecart. Whether you get a shot or not only depends on speed. If you bump the cart into a completely walled-off chamber, the ammo will be spilt all over the floor. Fortification "muzzles" don't need much refinement: you can bang a speedy minecart directly into a fortification under closed ceiling and your magma blob or other munition will fly right through.
The stationary minecart seen in so many designs is only needed if you send the shooting cart across a hole in the floor for easy recycling: in that case, the cart will "fly" and would pass through the fortification. But it won't fly through a minecart in its way (and that cart counts as on floor after being hit and thus can't pass the fortification, either). If you use a different recycling method and thus don't work with a hole in the track, you don't need the stationary cart.
Title: Re: The "How Does Minecart" Thread
Post by: Naryar on December 09, 2014, 11:05:58 am
Actually I have done my impulse ramps wrong. They weren't aimed at a wall, just straight.
Title: Re: The "How Does Minecart" Thread
Post by: Uzu Bash on September 05, 2017, 04:10:04 pm
How would I launch a minecart diagonally across a region?
Title: Re: The "How Does Minecart" Thread
Post by: bloop_bleep on September 05, 2017, 04:17:15 pm
How would I launch a minecart diagonally across a region?
You could try to derail it by, e.g., using a west-pushing roller on a north-south minecart track. However, I don't think that minecarts "catch" back onto rails after they've been derailed, so if you want the minecart to continue someone needs to haul it to the appropriate hauling stop.
Title: Re: The "How Does Minecart" Thread
Post by: Uzu Bash on September 05, 2017, 09:22:48 pm
If it's flying "across a region" then I'll worry about building a receiving track after I see where it lands. I know I can send a cart across cardinal directions, and I know I've derailed them diagonally while testing those tracks, so now I'm trying to send air couriers diametrically across the map. I'd avoid using rollers near launch because they would definitely cause a lethal drop in velocity.
Title: Re: The "How Does Minecart" Thread
Post by: bloop_bleep on September 05, 2017, 10:35:07 pm
If it's flying "across a region" then I'll worry about building a receiving track after I see where it lands. I know I can send a cart across cardinal directions, and I know I've derailed them diagonally while testing those tracks, so now I'm trying to send air couriers diametrically across the map. I'd avoid using rollers near launch because they would definitely cause a lethal drop in velocity.
IIRC rollers only set the velocity component in the direction they're pushing. If you send a minecart at derail speed on a N/S track and power a west-pushing roller on the track, the W/E component would be set but the N/S component would be unchanged, thus causing the minecart to turn and subsequently derail.
Title: Re: The "How Does Minecart" Thread
Post by: Fleeting Frames on September 06, 2017, 12:24:44 am
That's also true for colliding north-south and east-west travelling carts (just tested in 42.06), so you're not limited to 50k east-west speed.
Title: Re: The "How Does Minecart" Thread
Post by: Uzu Bash on September 06, 2017, 08:24:18 am
Even if they don't reduce speed, rollers won't accumulate enough perpendicular velocity to launch a cart going 270k in a 40-45 degree angle. So I'm trying to design a track that will accumulate roughly equal x/y vel before ramping into the air, ideally with enough vel to cross a 3x3 embark.

Here's what I have so far:
Spoiler (click to show/hide)

The cart will reach the diagonal stretch at near or at max speed. What kind of track configuration would convert some of that vel to perpendicular velocity?
Title: Re: The "How Does Minecart" Thread
Post by: Fleeting Frames on September 06, 2017, 09:04:33 am
You can't really convert "some" velocity, you can either add velocity, remove velocity or change NS velocity to EW (or vice-versa) with a corner (corner ramps excepted, where they'll take 6k velocity from 1 direction and add 5k to another - but you can't really make use of that, as that sideways velocity gets ignored by next corner ramp). It's why we mentioned roller and collision.

You may think that you can alter NS and EW impulse ramps in a diagonal for diagonal velocity. What will actually happen is that the cart passes over NS ramp, checkpoints over EW ramp, and collides with wall, resetting it's speed to 0, then repeats. (Larix's post at the start of this very page is relevant.)

But, I suppose you could send off a cart west on a line of NS accelerating carts at max speed - find out where it moves off the tile, and continue the NS accelerating line at that point, repeating until you have cart that moves at derail velocity in two directions at once.
Title: Re: The "How Does Minecart" Thread
Post by: Uzu Bash on September 06, 2017, 01:03:13 pm
The spiral shown above isn't attempting to achieve diagonal movement, that simply brings velocity to maximum in a small footprint. The part that's only designated because its still tentative would be the planned exit track, while the west exit ramp labeled 'test' will be closed. None of the alternating ramps are straight lines and I hadn't imagined that to be useful here.

Except for the starting power assembly and the exit ramps, the entire track is enclosed, so there are no valid down ramps (or any valid ramps.) Is the checkpoint effect applied here? Every ramp is also curved, so shouldn't it be reduced to half-checkpoint?
Title: Re: The "How Does Minecart" Thread
Post by: Fleeting Frames on September 06, 2017, 07:53:49 pm
Yeah, I wasn't speaking of the spiral, but of the designated part.

Checkpoint applies always when your ramp acceleration direction changes (having floor above ramp doesn't matter for this), which happens twice for each turn in your spiral (once for entering L-corner from ramp, and another time for entering next ramp from L-corner). Not that it matters much there - maybe you'll need bit more ramps for max velocity - maybe 1 or 2 per corner? - and that's it.
Title: Re: The "How Does Minecart" Thread
Post by: Uzu Bash on September 07, 2017, 10:47:28 am
Yeah, I noticed I was coming out of the spiral with only 250k before hitting the exit ramp. That was enough to hit the maximum zlvl and cross 2 region tiles. Before I try to extend that distance, I'm working out ways to soften the landing.
Title: Re: The "How Does Minecart" Thread
Post by: Fleeting Frames on September 07, 2017, 11:36:50 am
Soften the landing - are you having dwarves ride it?

I know previous cart-to-space applications found that stopping the cart at apex with track stops leaves the dwarf unharmed.
Title: Re: The "How Does Minecart" Thread
Post by: Uzu Bash on September 07, 2017, 01:44:19 pm
I found that just having a single track up there prevents the cart from colliding with...the ceiling? Nothing? Just the 1 tile reduces speed by roughly 70-80k without collision, but extending it even 1 track further makes the cart jump to a very hard limit overhead.

But the apex isn't the destination, and this ride is intended for passenger travel.
Title: Re: The "How Does Minecart" Thread
Post by: Fleeting Frames on September 07, 2017, 01:52:02 pm
Hm. Don't have a setup handy to test it, but what about landing on a cartpile? Since it's hitting the floor that hurts dwarves, removing the floor might help (just got to move the cart off with a bump from the side or something.)
Title: Re: The "How Does Minecart" Thread
Post by: Uzu Bash on September 07, 2017, 04:33:22 pm
I just tried a dip right at the touchdown tile, and it works! It practically reversed gravity and sent the cart on another cross country hop. I built a floor right over the checkpoint track following the dip, and that straightened out z velocity, so I just have the lateral vel to deal with. Still have the speed to bank south to another corner of the map.

EDIT: To clarify, not a single channel dip, but two ramps, from east to west:
(https://cdn.discordapp.com/attachments/329097856285933568/355475686926057473/unknown.png)(https://cdn.discordapp.com/attachments/329097856285933568/355475906002944001/unknown.png)

The support is built on an E/W track with a floor built over it. Momentum will keep it sailing at that level for awhile, but falling damage won't be a concern anymore.
Title: Re: The "How Does Minecart" Thread
Post by: Lord Shiteblast on December 05, 2020, 05:05:37 pm
Lord Shiteblast gestures!

The thread shudders and begins to move!


I attempted to build a minecart shotgun, but it failed miserably. My design was this:-

W = wall, F = fortification, / = carved track, . = channeled hole

Original                          Modified

WWWWW                       WWWWW
          /                                   /
        /                                   /
      /                                   /
    /                                    /
F /                                 F .

I was able to push the minecarts down the track ramps just fine, but when they got to the fortifications they just stopped with all their contents still inside. I modified the design by channeling out the last ramp to see if that would fix it, but it didn't, the cart just dropped without firing anything. Where am I going wrong?
Title: Re: The "How Does Minecart" Thread
Post by: Schmaven on December 06, 2020, 09:24:02 am
What is above the fortification?  I thought when minecarts hit an obstacle, their contents would fly out starting at Z+1 from the impact.  I may be completely wrong about that though.
Title: Re: The "How Does Minecart" Thread
Post by: Lord Shiteblast on December 07, 2020, 01:37:19 pm
Just a wall above the fortification. I didn't realise the contents go up a z level, I thought it just fires straight through.
Title: Re: The "How Does Minecart" Thread
Post by: Schmaven on December 07, 2020, 07:18:49 pm
Page 1 of this thread has some good general minecart shotgun info, though I don't know if any of how it works was changed in subsequent releases since then.