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Messages - Gag Halfrunt

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1
There are couple of possible overseer-triggers, simplest that I know being cat under a hatch with pressure plate immediatelly out of it, but none are quite instant (without involving dfhack, anyhow).

Yeah, DFHack really does uncork the bottle.  I guess one could just use teleport to move any critter onto or off a pressure plate.

Quote
In any case, I prefer ones that rely on the exploit where a raised bridge marked momentarily for deconstruction becomes statue-like for the purpose of letting objects pass.

I did not know that effect.  Presumably the actual in-universe switching gets done by redirecting a minecart that will be along promptly because it's running in a repeating circuit?

Quote
Also, it might be that you could replace 1x1 retracting+raising bridge with 2x1 raising bridge, if the water being atomsmashed on retracting bridge tile doesn't harm the operation (it functions as drain, so...).

Yes, that does work and would save two blocks and four mechanisms for the pressure plate linkages (plus more mechanisms for arming lever linkages).  I couldn't remember whether a raising drawbridge destroyed water above the whole bridge or just its hinged edge, the wiki didn't make it clear, and I just didn't feel like testing it when I knew the two-bridge implementation would give the measured aliquot I needed.

This sort of thing walks along the boundary between honest play and exploitive cheating.  One's personal palate determines how much exploit can be swallowed.

2
I assume you're not confusing an error with the dwarven stupidity of getting tired, drop the magma filled mine cart, and a moron decides to haul the cart to a stockpile instead of its destination (sometime the "place minecart" job beats the "haul to stockpile" one, and sometimes not)? In that case, the "haul to track stop" job picks it up from the stockpile (which may well be just beside the magma loading station, or further away from the destination).

No, I'm sure it was a hauling routes error, and I'm pretty sure it wasn't entirely mine.  Dwarves were perpetually reloading dumped iron minecarts back into the bronze minecart on the autodumping trackstop at a route stop with no loading instruction; intent was for the bronze minecart to deliver the iron minecarts QSP-style to be filled with magma or deliver their magma loads by unrelated routes.  The offending routes and stops were never intended to load anything; I had sister routes at each end (without track stops) to load the iron minecarts into the (reassigned) bronze minecart, to be taken on unassignment when loaded to a nearby bronze minecart stockpile, from which another bronze minecart stockpile at the far end could take with a wheelbarrow to speed the long commute between the shallow magma consuming level and the deep magma loading facility.

I suspect some sort of indexing error because I did make an erroneous hauling route stop designation.  I caught and corrected my error long before any minecarts were applied, but not before I'd designated a few more of the routes necessary to my scheme.  Somehow the loading instruction for the non-dumping route stop got applied to the non-loading route stop on the autodumping track stop.  It didn't show up on review of the hauling routes interface, though, and various combinations of respecifying route stop loading instructions didn't help (including adding the one I didn't want in hopes that it could be turned off for effect).

Quote
Anyway, nice to hear you've got something to work with.

I'm really embarassed that I needed your hint to realize DFHack could do make a trackstop do what I wanted by dumping liquid onto a pressure switch, with mind-numbing simplicity for a single-shot implementation.  Resetting such a simple system to fire again, though, seems to need (what I consider) too much tedious designating things for dwarves to do in their own sweet time, and keeping an eye on their progress to designate their next round of necessary tasks (e.g. refilling minecarts with water and getting them back on the trackstops).

I finally did figure out a not-too-complicated system for an automatically regenerating prompt trigger, with complementary make-before-break outputs, activated by DFHack turning on autodumping for one of a pair of portable drains.  When one portable drain draws down the level on its pressure switch, it activates a retracting+drawbridge pair to drop a measured aliquot of water to refill and reset the other.  With a little care to volume management its possible to keep the switches accessible to add new connections when in the ON or OFF state (basically, the drains live in 3-tile reservoirs beneath their 0-0 pressure switches; drainage leaves 3*2/7 space and 0/0 on the switch ON, and dropping measured 7/7 water fills to 1/7 on the switch OFF).

This system is a little exploity, relying on the portable drain trackstop exploit and the DFHack facility to change autodump behavior of a trackstop (including one in a portable drain).

I have no expertise with posting graphics here, so I'll just offer this crude elevation view of one cell of the needed pair:


   wDBd
     Sd
    GPGd


w water source (beside or above D)
D Drawbridge, on floor, linked to *other* cell pressure switch S
B retracting Bridge, on downstair or open space, linked to *other* cell pressure switch S
S pressure Switch, water level 0-0, on a carved down stair (dig stair, construct floor, build switch, remove floor)
P Portable drain (trackstop+minecart), built with autodump behavior off
G Wall grate (keeps falling water from shoving minecart off trackstop, maybe unnecessary)
d access door for maintenance or connections (adjacent P for easiest use, but this is 2D diagram)

Not shown:  levers linked to B,D to prime at startup (or after user error), water supply cutoff, the second cell (same as shown above)

After construction, toggle the priming levers a few times until water stands above both switches S.  NOTE that the switches will toggle OFF when their water level rises; if that matters, defer connection to target devices until later.

Then enable autodumping (any direction) on one portable drain P to lower water below its switch S.  That switch will toggle ON (again, if that matters to your target controlled device defer its connection until later.  That will also flip the other cell's bridges to drop more water onto its other switch S, but that won't hurt anything because it's already wet and OFF.  You can disable autodumping as soon as the bottom water level drops to its minimum 5/5.

Then, with first cell drain P autodumping disabled, enable autodumping on the other portable drain P to lower water below its switch S.  That switch will toggle ON (target device connections still deferred if it matters), and the first cell's bridges will drop 7 units of water to put 1/7 water above the first cell's switch S, toggling it OFF.

Now it's safe to connect target devices to either switch S; which depends on whether you want the first effective signal that device receives to be ON or OFF.  The downstairs allow connection access to switches S; 1/7 water won't stop dwarves from making connections, won't leak out when they come through the door, and won't evaporate while supported by 7/7 water in the tile below.

To toggle both outputs, deactivate (turn autodumping off) the portable drain P under 5/7 water and activate (turn autodumping on) the portable drain P under 7/7 water.  The activated drain will quickly suck the water off its switch S, toggling it from OFF to ON, and lower the level in the bottom reservoir to 3*5/7.  After a brief delay to flip the other cell's bridges, 7 units of water will fall to fill the 6 units of empty space in its bottom reservoir and leave 1/7 water atop that other switch S, toggling it from ON to OFF and automatically preparing the system for the overseer to toggle back at whim.

3
[HomerSimpson]

DOH!

[/HomerSimpson]

I knew that about track stops.  I've used that track stop behavior, mostly to fixup after bugged haul route loadingfootnote.  Just never occurred to me to use it to dump water onto a switch.  Four years of college...wasted.

A nice benefit of this scheme is that it's simple to choose from ON vs OFF or momentary vs persistent behavior:
- Prompt ON or prompt OFF behavior determined by whether pre-dump level is within or outside switch level range
- Prompt momentary ON if there is adjacent space to drain dumped water away, prompt persistent ON if not
- Prompt persistent OFF if no adjacent drain space
- Prompt momentary OFF might be trickier; need to lower level back into ON range.  Linked drawbridge blocking drain space (possibly diagonal) might do it.

footnote For some reason a route and stop intended only to dump minecarts brought up full of magma for use can get tangled up with instructions for another route and stop to load the emptied minecarts for travel back down to the filling station.  I think there may be an indexing problem when a erroneous stop (on an unrelated route) got deleted and fixed; I didn't report or search for the bug because I haven't tried hard enough to isolate the root cause nor demonstrate repeatably.  The Q&D workaround (and likely robust avoidance design) was to redirect dumpage to a new, distinct QSP stockpile.  Made my dozen-magma-loads-per-trip operation slightly more tedious, but not enough to rework the layout.

4
Hmm... that wiki article does claim that cancelled construction is "the only overseer-triggered trap--it doesn't require dwarves to pull levers, enemies to cross pressure plates...".  The wiki might not be infallible, but it is the product of sharper minds than mine.

So I'm not gonna hold my breath.  Still... anybody got a better idea?

5
IIRC, there was something involving cancelling a partially-built construction. Can't remember the details.

The wiki says cancelling a partially-built construction can drop the building materials into open space beneath.
https://dwarffortresswiki.org/index.php/DF2014:Trap_design#Canceled_construction_deadfall

While that might be fun for observers below, I don't see how it can (directly) send a signal to activate a mechanism linkage.  That is, I don't think there's a way to park anything on the unfinished construction that can trigger a pressure plate below when the construction is cancelled.  Pressure plates don't respond to ordinary items like construction materials.

I suppose one could confine a critter atop a pressure plate in the drop zone.  The living creature holds the pressure plate ON until falling material turns him into a corpse and lets the plate toggle OFF.  While that might work (with some careful planning to avoid spurious triggers during setup and reset), to my taste killing a critter per shot seems wasteful and the initiation seems a bit exploity (emphasis my taste, which is more willing to accept the overseer's hand than an implementation convenience detail of letting works in progress hang mid-air)

6
DF Gameplay Questions / How to set up "instant-acting" overseer trigger?
« on: October 23, 2020, 10:14:09 am »
Is there any reliable way to set up a machinery that overseer command can trigger "instantly"?

I'd like my WidgetWobblerTM to reliably start Wobbling its Widget promptly when *I* say, with delay time much shorter and more nearly constant than waiting for some dwarf or critter to get around to pulling a lever or tripping a switch.  For example, a big drawbridge could atom-smash (yawn) or launch (yay!) a bunch of (non-huge) enemies... if it can be triggered quickly while they're ON (or under) the bridge.

Mechanisms and switches can do wonderful things... if you're willing to wait for somebody to wander over and get things started.  Overseer whim can forbid or unlock a door or hatch instantly... but that doesn't have any useful effect until somebody wants to go through or around.

I realize response time could be much reduced most of the time by confining a dwarf near a lever.  Sometimes, though, that dwarf will take a nap or lunch break and response will be no better than usual; we'll have to wait for him to finish his nap or lunch, or for somebody to stroll over from East Anglia.  A pressure switch separated by a door from a farm animal isn't much better; they seem content to stand around waiting for the movement mood to strike.

Best I can come up with so far is to uncage a goblin at the end of a narrow hall behind a door, pressure switch, and cage trap:

wwwww
wgdpc
wwwww


Goblin prisoners seem pretty eager to run for the exit promptly when the door is unforbidden.  Seems a bit kludgy to rely on sentient behavioral quirks, and requires catching a suitable enemy.

Got any better ideas?

7
Aquifers are easy once you get below them. Find the first cavern, build a drain, and dig up into the aquifer however you want.

This, IMHO, is the key to generalized aquifer penetration.

Everybody wants to end up with nice wide passages through the aquifer layers to avoid traffic bottlenecks.  I like to separate that problem from the more pressing chore of just getting any passage at all through the aquifer.  Once a drain (to cavern or through map edge) can be established, it's simple to open arbitrarily large spaces in aquifer layers.  Then I can put vertical access wherever I want, as wide as I want, without any aquifer complications.

All aquifer layers (true aquifer, not the damp stone below) but the bottom can be drained handily into the aquifer layer below by digging down (or up+down) stairs into the upper layer over up (or up+down) stairs into the lower layer.  When there's another aquifer layer below, you need only one pumping operation from the upper layer to enable access to dig the first down-over-up stairs combination.  The pump can then be dismantled while the rest of the upper layer is dug out with down-over-up stairs, as widely as you require.  Small areas of the upper layer can be simply mined out to leave flat floors (leaving pristine aquifer tiles beneath), to simplify pump placement to start working the next layer down... and securing an initial stairwell through the bottom aquifer layer.

Digging the down stair from the layer above reveals the composition of the tile below, and probably indirectly whether that layer is aquifer or merely damp from aquifer proximity.  If it's a permeable soil or rock tile that can support an aquifer, the next layer is also aquifer; if it's clay or some non-permeable stone, it's (probably) not (I had one multi-biome embark with puddingstone that carried the aquifer way, way down, which I abandoned without complete understanding).

So...you need only one pump (moved layer to layer) and zero wall/floor/stair construction+deconstructions to get down to the bottom aquifer layer, and recognize it as such by the first up+down stair dug in it.  That bottom aquifer layer can swallow all the water leaking from the boundary of all shallower layers, but until you establish a drain there's no place for it to go.  Whatever you dig out in the bottom aquifer layer will fill with 7/7 water.  Non-aquifer rock (or clay) below won't absorb water, so the up-over-down stairs combo won't dry out the bottom aquifer layer.

Fortunately, a single pump placement can drain two tiles enough to let you build isolating walls if the directly or diagonally adjacent tiles aren't full of water.  This lets you punch a single (1x1) up+down stair through the last layer, with a little care not to dig too close to that point with the upstairs draining the layer above.

To clear an arbitrarily large area (at least 5x5 [7x7 counting boundary walls]) area of an aquifer layer that is NOT the bottom aquifer layer, start with an up+down stair dug from the (now) dry layer above.  This will reveal the composition of the layer below, and whether it's another aquifer layer (if not, skip this part and jump to ).  Dig a ramp in the third tile away for intake of a pump to discharge into your stairwell.  While pumping, dig down-over-up stair combinations in the upper and lower aquifer layers next to the ramp:

Code: [Select]
X up+down stair
^ up ramp
d down or up+down stair (up or up+down stair in layer below)
. original tile, unmined

Aquifer layer *overlying*another*aquifer*layer*

.......
.......
.......
...X...
.......
.......
..d^d..


Once you have a couple down-over-up stairs dug, you can stop and dismantle the pump and extend the down-over-up stairs as far as you like; include stairs to the layer above for access, and then dig out the ramp with down-over-up stairs to clear out the aquifer tile below.  Don't designate too large an area at at a time; if too many down stairs get dug too far away from up stairs below, water flowing to distant up stairs will keep your miners from digging closer up stairs drains.  At best, job cancellations will greatly impede progress and designation calculations can leave unmined aquifer tiles below to muck up final drainage; you might even put yourself in an unrecoverable situation.  Before moving on to the next layer, check to be sure every intended aquifer tile actually got mined away; a single straggler left by a job cancellation is easy to fix now, but can bite you hard later.

With water falling from upper aquifer layers into lower aquifer layers, there's no hurry to construct sealing walls.  Yeah, the falling water might impose a slight FPS burden, but in early days with low population and little junk there's FPS to spare.  I defer sealing until after everything is drained, busy work for dorfs with nothing better to do.

If the next aquifer layer might be the bottom of the aquifer, don't dig anything too close to where you intend to put the final piercing up+down stair.  That tile and the tiles where you'll put its sealing walls needs unmined neighbors for protection from all the water coming from the rest of your diggings; mine the penultimate layer in this pattern:

Code: [Select]
X aquifer-penetrating up+down stair location
^ up ramp
d down or up+down stair (up or up+down stair in layer below)
_ any mined, walkable (floor or stair) *NOT* mined below

Aquifer layer *overlying*bottom*aquifer*layer*

ddddddd
dd___dd
d_____d
d__X__d
d_____d
dd___dd
ddddddd


Dig the outer down-over-up drains before the undrained interior area, to minimize cancellation delays from water produced by the last interior aquifer tiles.

Channel out the tile and set the pump to drain the final penetrating stair location.  While pumping:

THREE times: Dig ONE up ramp orthogonally adjacent to stair location, and construct a sealing wall there

Dig up ramp at the fourth orthogonally adjacent location.  Construct the central up+down stair first, then the fourth sealing wall.

There's no need to construct walls in the diagonally adjacent tiles (aquifers bleed only orthogonally), but DO NOT MINE THOSE TILES until the penetrating stairwell connects to the drain system.  If you want to put walls there (belt and suspenders?), you'll need to leave more tiles unmined (or allow for more pump relocations) to avoid bulk drainage spoiling the construction.

Construct down (or up+down) stairs in the layer above, and dismantle the pump.  You can now dig up+down stairs to get below the aquifer (and the damp layer just under it).

Dig stairs straight down to the depth of your drain channel layer, at least three levels (preferably more) below the bottom aquifer layer.  At least at drain channel depth and at the second layer below the aquifer, mine laterally to the boundary of the aquifer area you want drained.  Dig up+down stair drains around the periphery, from the second layer below the aquifer to your drain channel level.  Dig your drain channel to the caverns (or map edge; DON'T FORGET TO SMOOTH AND FORTIFY MAP EDGE TILES TO ENABLE DRAINAGE OFF MAP!).

To minimize job cancellations and FPS drag, up in the aquifer I find it best to dig out all but the outside two tiles of the area to be sealed (one buffer plus where the sealing wall will be constructed) and dig the peripheral drain under the sealing wall position.

First dig out the complete drain system below the damp sub-aquifer layer.  Then dig up-stairs from the drain upwards, all around the periphery, one layer at a time, all the way to the top aquifer layer.  Working up one layer at a time avoids job cancellations when an upper tile gets dug first and its water impedes access to dig the tile adjacent or below.

Once the peripheral drain reaches the top of the aquifer, dig out the one-tile buffer zone in each aquifer layer, again working layerwise but top-down through the bottom aquifer layer.  Simple mining would probably work, with a bit more cancellations, but I stick with the proven down-over-up stairs method.

Work strictly top-down when walling off the periphery; a wall on a lower level can obstruct the drain enough to make sealing the level above, or even removing the errant wall construction, impossible (I think).  Before building any walls on a level, double check to be very certain that every interior aquifer tile has been mined away; as walls increasingly inhibit drainage flow, even a single aquifer tile can flood a level.  Don't forget to dig out the "buffer" tiles around the initial penetration stairwell when the bottom aquifer layer has drained enough; some water will flow into the initial stairwell, but you did connect its bottom to your drain, right?

Once everything's drained away, your miners can remove up stairs from the bottom aquifer layer to leave you flat floors.  Alas, upper layers will be riddled with down stairs until you construct floors.  I haven't yet had the need, but you can probably dig out small areas to leave floors suitable for clay or sand collection (not possible from constructed floors nor down stairs...not sure about up+down stairs).

This procedure takes about a game year to clear a 30x60 (or so) region through a two or three layer aquifer (longer to finish sealing walls, but there's no real rush if the drain's out of the way); first breakthrough takes only a few weeks.  A nice benefit is safe access to the large magnetite cluster and platinum that always seems to lie in the damp stone right at my fort.  Digging the drains gives a bit of stone for early buildings and mechanisms.  I can put stairwells wherever I want through the drained area without hassle.  All that soil mining trains legendary miners, ready to be deadly killers in my first elite infantry squad.

Maybe I'm doing it wrong, but a single double-slit operation takes several months per penetration and still focuses traffic.

8
DF Dwarf Mode Discussion / Re: Deisgnate floor grates as fishing area?
« on: December 19, 2019, 12:16:46 am »
I've never seen aquifer turtles, and the wiki claims they don't exist.
Really?  If by "seen" you mean the display showing a turtle in the aquifer pond tile, I'd have to agree (but ISTR reading somewhere [yeah, I hate that I can't report where] that such displayed fish are unrelated to what a fisherdwarf might catch).  Catching pond turtles from a hole channeled into an aquifer is SOP for my forts, though.

I routinely set zone-only fishing and punch an underground aquifer hole below for a secure source of water and turtles (habit formed in my early days, when werebeast infections were more *fun* than I wanted).  I've watched dorfs fish at the aquifer pool and then haul a turtle away to the fishery or raw fish stockpile, with or without a covering grate or well.

Sometimes the aquifer pool seems to produce forever, sometimes they seem to play out after a while, sometimes they come back.  Sometimes, zone designation reports zero fishable tiles from day one, even placed below a surface stream or pool; on at least one such occasion I couldn't catch anything from the surface stream, either, and had no shells until a giant snail wandered into a trap.  (knowing no compelling reason to update, I play 43.05)

The wiki I read clearly states "Pond turtles can also be found by digging into an aquifer"
(https://dwarffortresswiki.org/index.php/DF2014:Pond_turtle)

I suspect the OP lack of "fish" is either unfortunate placement with respect to the invisible 16x16 "fishable grid" or just bad luck.  Sometimes I can't find a fishable tile anywhere, even in pre-existing surface waters.

9
Quote
b) it's the track stop, not the hauling route, that dumps anything in the minecart in the chosen direction, and (virtually?) immediately.  Besides, we don't want stuff to linger indefinitely in limbo waiting until the minecart fills up.

Yup, it's a good idea to set up more frequent dumping conditions.

No.  For a minecart quantum stockpile you don't need to set up *any* dumping conditions at all, other than building the track stop to automatically dump toward your quantum pile.  Hauling route dumping and departure conditions shouldn't come into play at all.

The track stop automagically dumps the minecart before the route stop can even notice whether it's full.  The hauling route should consist of a single stop (conveniently located on the track stop, so the dwarves will put the assigned minecart there); with nowhere to go, departure conditions don't matter.  Or shouldn't, anyway; for my QSPs I always delete all the offered conditions from the route stop, using it only to designate what to pick up from which stockpile (to be promptly dumped by the track stop onto the quantum pile).

10
Quote
c) the track stop does need to be orthogonally adjacent to the quantum stockpile tile so the minecart can dump directly onto it.  There's no fundamental reason either must be near the "feeder" stockpile, but the further it is the more time dwarves will spend carrying stuff from there to the minecart

The weight of the boulders is a really big consideration when planning your stone storage and stoneworking workshop layouts, more so than for other goods. Personally, I'd highly recommend making your track stop next to the stockpile to minimize the amount of time dwarves spend hauling stones.

Absolutely.  I meant to emphasize "no fundamental reason either must be near".  A quantum stockpile minecart track stop across the map from its feeder stockpile will work... but if dwarves are hand-carrying cinnabar all that way it's gonna work   s  l  o  w  l  y.  Close spacing is definitely a good idea for heavy stuff like stone.

OTOH, more relaxed spacing might be useful for lighter stuff that dwarves can carry quickly.  Say, one large plants stockpile near the farms can help get crops off the fields quickly, feeding quantum stockpiles next to brewers, querns, kitchens, etc.  That uses more and longer walks by minecart-stuffing peasants to make shorter trips for skilled growers, brewers, cooks, etc.  Whether it's worth the exchange has been left as an exercise.

That said, my usual SOP puts the track stop and quantum stockpile in two tiles un-designated from the feeder stockpile, e.g.:


  FFF
  FMF
  FQF

often wrapped around the consuming workshop (especially for stone consumers like masons, mechanics, smelters):

  FFFFF
  FWWWF
  FWWWF
  FWWWF
  FMQFF

F=Feeder stockpile, M=Minecart track stop, Q=Quantum stockpile, W=Workshop

At the risk of wandering further OT:  Minecarts take some learning, even with the help of all the detail available here and on the wiki (and some hindrance from its volume biased toward powered systems).  IMHO it's worth the trouble to use a save of some stable fort for little experiments and demos to be sure some subtlety works the way you thought.  I've been surprised a few times, but so far testing and a little reflection has verified DF minecarts work sensibly; it's just easy to forget to consider some relevant detail.

11
Immortal-D, you could probably also benefit by learning to use minecarts; you can use them to quantum stockpile stone (or other objects), and you get the benefit that dwarves can use wheelbarrows to get the stone to the stockpile that feeds the minecart, so things will go much more quickly (and with no need to fiddle with dumping).

The long and short of it: create a stone stockpile that allows wheelbarrow use. Next to it, have your dorfs carve a single tile of track (to do this, first smooth the room and then designate two tiles of track to be carved; you may then un-designate one of the two). Finally b-(C)onstruct a track stop on the tile of track, set to dump in any direction except back into the stockpile you've designated.

Now that that's done, create a single-tile stone stockpile wherever you set the stop to dump, and create a (H)auling route that takes from your feeder stockpile and dumps when full, and that has a minecart.

It sounds like a lot, but once you learn the trick it's very handy. You can also use this as the basis for learning about minecarts in general, which are a cool feature.
Sounds like more than it needs to be.  In particular, I struck out some superfluous stuff above:

a) no need to carve or build the track segment; just build the track stop, set to dump onto the quantum stockpile tile (*not* back onto the "feeder" stockpile).

b) it's the track stop, not the hauling route, that dumps anything in the minecart in the chosen direction, and (virtually?) immediately.  Besides, we don't want stuff to linger indefinitely in limbo waiting until the minecart fills up.

c) the track stop does need to be orthogonally adjacent to the quantum stockpile tile so the minecart can dump directly onto it.  There's no fundamental reason either must be near the "feeder" stockpile, but the further it is the more time dwarves will spend carrying stuff from there to the minecart; that includes walking across the feeder stockpile that we're automatically draining into the quantum pile, so for good speed don't make that more than a few tiles bigger than to accomodate its wheelbarrows.

Track would matter to *guide* the minecart to the next hauling route stop (without track a guided minecart would be *carried* to the next route stop; without any track, a minecart could be *pushed* or *ridden* away... or just sit there).  Hauling route minecart fullness criteria are about when the minecart should be moved on to the next route stop.

A quantum stockpile needs neither... you want the minecart to sit right there and dump whatever it's got as soon as it gets it.  The track stop implements the dumping behavior; the hauling route stop defines what gets loaded into the minecart, where it comes from, and that there's no reason for the minecart to leave.

Minecarts and their interface are a bit tricky to learn (the distinction between *track* stops and *route* stops, and how you often need one but not the other, caused me some confusion).  Quantum stockpiles are one of the best applications, and a good way to begin.

12
Yes. Intensive fishing will exterminate the lot of them eventually. Otherwise, supply your water system from the brook/river via pumps and not natural flow. Powered off a water wheel, your only worry is winter ice. And that can be solved with some digging.
"Eventually" is a longer time than I'm willing to wait, at least without letting more dwarves than I'd like spend their days fishing.  I still see salmon and shad blinking in and out, long after I got my system to work with bridge-gated "flood/drain latches" and fueled a couple dozen shallow magma workshops.  The necessary 40+ round trips Z+139 to Z+6 took some time, but no overseer intervention once started (OK, I did have to help out with one manual load because magma evaporated from a double pit for adjacent magma forges, but that was error in execution not design [should have filled first tile 4/7 before channeling second])

Is fish extermination still a thing in 0.43.05?  My reading of the wiki suggests fishable vermin spawn forever in wet places (in some areas, per PatrikLundell).  Maybe those are just pond turtles and mussels that won't clog doors?  Still, it seems sorta exploity or at least less than reliably short time.

Using bridges for "input" gates to flood/drain latches works fine with transient minecart-passage switch signals.  Appropriately mixing retracting bridges and drawbridges also adds flexibility.  Doors and floodgates only open and clear drainage volume on rising signal (Foff->Ton) and close without flow effect on falling (Ton->Foff) signals, respectively.  Drawbridges add flexibility to open or close on either signal; they destroy water to clear drainage volume on a falling signal.

Code: [Select]
Elevation view
w=water, x=floor/wall,
S=Switch, R=Retracting bridge (no floor),
D=Drawbridge (raised side), d=drawbridge (lowered extent)

  T:T     
               
  w R x x
  x S R x
  x D d x
  x x x x

  F:F

  x w x x x
  x D S D x
  x x x x x
Bridge left or above switch is the flood input gate. Bridge(s) right or below switch is drain input gate.  Combine desired form of input gates to build F:T or T:F latch

Lacking zero weight in their range settings, on arrival creature/cart switches can only trip OFF->ON not ON->OFF, so they're really only useful for active-T latch input gates.  The latch flood input is simple enough active-T or active-F, but active-T drain input needs two bridges and invades another Zlevel.

Fluid level switches (water or magma) can be inverted by appropriate choice of range, e.g. 0-4 vs 5-7, which is why I call the latches "flood/drain" rather than "set/reset".  A remote sensor that switches OFF at the desired level allows the simpler drawbridge F latch drain gate.  The latch flood input overrides the drain input; choose high or low level for the latch switch accordingly.

Timing effects aside, it seems to me that switch *transitions* (ON<>OFF), not *levels* (ON or OFF), are all that really matters.  A switch or lever steadily ON or OFF does nothing to hold an item state (e.g. open or closed); the item will respond when any other linked trigger *changes* to the other state (after the item's inherent delay from its last action).  This wasn't clear to me from reading the wiki, but I'm demonstrably none too bright.

My magma lift proof of concept works.  It takes a while to run using a single minecart, but still faster (for the dwarves) and much less tedious (for the overseer) than ordering load by load or powering a massive pump stack.  Another minecart route can be overlaid, but the control system risks failure (actually intolerable delay and single dwarven death; c'est la vie) if unfortunate (but likely) timing brings a cart to the loading pit at the wrong time in the other cart's sequence.  If I can work out a way to sequence carts on overlapping routes, it can be made much faster.  Film at eleven.

13
Pressure plates stay triggered for 100 ticks after they're released, but the bridge won't raise again if it's pressed right after that.
Doors will kill vermin when they close, leaving remains, so they will get stuck.
Huh.  Guess I FUBAR'd my prior test of bridge and floodgate operation by minecart pushed across pressure switch.  Tore it down and built it all again; now the bridges and floodgate wink out after the minecart passes.  Haven't tested whether they stay open long enough to operate my latches, but should do.

Thanks for setting me straight.

14
Is there any way to keep vermin fish (e.g. salmon) and their remains out of a water system supplied from a brook or river?

Playing 0.43.05 again after some hiatus, trying to implement some logic to automate a minecart system to load and lift deep magma up to shallow workshops.  Because that's the problem I want to solve.  Never mind whether it's a problem worth solving.

My minecart system uses a loading pit of 2 tiles above a larger drain sink and a single-tile sensor well.  One tile of the pit, with a grate and route stop to receive a dropped minecart, lies over the raised drawbridge that serves as drain valve and magma destructor.  The other tile, unfloored with hanging pressure switch to detect high fill level, lies above the sensor well, behind the drawbridge, with pressure switch to detect low level in the drain (implying no magma remains in the loading pit above).  The loading pit is isolated between a floodgate controlling magma supply and a door to allow egress (when dry) by pushing the minecart toward the next route stop, from which it can be guided back up to deliver its magma load. Track switches signal when the minecart rolls to drop into the pit and when it comes out of the loading trench.

After some FUN learning nuances of fluid logic SR latches (Water:Door:Switch:Door as described in wiki) I devised a robust 3-latch system to fill the pit when the minecart leaves (close egress door and raise drain drawbridge, open magma floodgate magma high), drain when the minecart has arrived and filled (lower drain drawbridge), and let a dwarf in to push the minecart out when drained (open egress door when magma level low).

Turns out "robust" may be a good adjective for the logic, it doesn't fit the physical implementation.  It worked a couple times... until some salmon remains settled at one of the latch doors to keep it from closing.  My water supply comes from a brook, plumbed downward to flow up through grates to keep big critters out... but not fishable vermin.  I built facility to drain for maintenance, but this vulnerability does spoil the desired "fire and forget" operation.

I can't see how a water fluid logic system can be made reliable against such vermin and their remains.  Don't some vermin (e.g. turtles) spawn spontaneously in any pool of water?

Drawbridges in place of doors for the latches would operate against such obstruction, but they're too slow to operate by the brief pulse from a minecart crossing a pressure switch (The magma level switch signals are longer; I suppose I could redesign for longer signals from arrival/departure switches under route stops).

The salmon remains that crippled my system might be an artifact of my supply system.  That may be preventable (how?), but live vermin can still get in the way.  Can a live salmon delay a door's operation too long for a momentary pressure switch signal to close?

DLS





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