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DF Dwarf Mode Discussion / Minecarts showing up under Small Cut Gems in trade screen
« on: April 24, 2018, 05:39:42 am »
Is this a bug or is something else going on that I don't know about?
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z +0 z +1 z +2 z +3
░░░░░ ░░░░░ ░░░░░ ░░░░░
░╔░░░ ░▼╚╗░ ░░▼▼░ ░░░░░
░╝░░░ ░▼░░░ ░░░╔░ ░░░▼░
░▼▼░░ ░░░░░ ░░░╝░ ░╚╗▼░
░░░░░ ░░░░░ ░░░░░ ░░░░░
░ : Wall
╔,╚,╗,╝ : Track/Ramp
▼ : Down Ramp (empty space)
This isn't a new topic by any means.
So I've been thinking about how to optimally build workshops and place QS stockpiles that:
[list type=decimal]
[li]1. reduces foot traffic between input and output stockpiles (where the workshop takes form and gives to[/li]
[li]2. is expandable as the fortress grows[/li]
[list]3. Can be macroed or built into Quickfort blueprints[/li]
[/list]
Specifically, I am interested in layouts that use the QS stockpile technique involving 2x3 feeder/receiver stockpiles and 1x1 Qs filled by a minecart trackstop. This technique is explained in great detail by [url=https://www.reddit.com/r/dwarffortress/comments/2kuvs1/mechanixms_guide_to_better_stockpiling_part_2_the/]Mechanixm[/url]
The benefit of course of QS is that much floor space can be saved. No more 50x50 stockpile floors. The current idea I'm working off of (stole from Mech!) involves three levels.
[img alt=Example QS-Workshop Stack]http://i.imgur.com/Ccle32Z.png[/img]
Not pictured is a Finished Goods stockpile level at [code single]z-2 with the same layout as the Primary Materials.

* v0.1 (6 Dec 2014)
* Fix quality initialization bug (thanks fricy!)
* Add typing filter for loading settings
* Many new stockpile presets!
* v0.1 beta2 (4 Dec 2014)
* Fix a few crashes
* Show user friendly error messages
* v0.1 beta (3 Dec 2014)
* Initial release