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DF Gameplay Questions / Push/Ride minecarts down to magma sea?
« on: November 26, 2022, 05:53:06 am »
Long time lurker yada yada yada...
I have some magma furnaces etc down at the magma sea (or rather in this fort, off a depressingly short magma tube) connected to a workshop level much closer to the surface via a ~80 Z-level minecart track. This works great when set to 'guide' but this is a bit tedious - I want my dwarfs to ride!
The problem I have (and which I have had in every previous fort I have tried this, whatever design I go for) is that minecarts pick up speed so fast that after a certain number of down ramps they stop following the ramps and sail off into the open air - quickly hitting the ceiling as it comes down. A rough side view, omitting corners and with not-to-scale lengths:
...causes the minecart to follow the dotted line, until it has an accident at the X and has to be carried to its destination (with or without its contents):
This is highly sub-optimal. How do I design a minecart track that can safely traverse multiple Z-levels unpowered? Do I just need to put in speed traps at every level? That would be extremely tedious, so I don't really want to if I don't have to.
I have some magma furnaces etc down at the magma sea (or rather in this fort, off a depressingly short magma tube) connected to a workshop level much closer to the surface via a ~80 Z-level minecart track. This works great when set to 'guide' but this is a bit tedious - I want my dwarfs to ride!
The problem I have (and which I have had in every previous fort I have tried this, whatever design I go for) is that minecarts pick up speed so fast that after a certain number of down ramps they stop following the ramps and sail off into the open air - quickly hitting the ceiling as it comes down. A rough side view, omitting corners and with not-to-scale lengths:
Code: [Select]
██████████████████
████████████
███▲ ███████
████████▲
██████████████████
...causes the minecart to follow the dotted line, until it has an accident at the X and has to be carried to its destination (with or without its contents):
Code: [Select]
███████████████
.... █████████
███.......X████
████████▲
███████████████
This is highly sub-optimal. How do I design a minecart track that can safely traverse multiple Z-levels unpowered? Do I just need to put in speed traps at every level? That would be extremely tedious, so I don't really want to if I don't have to.