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Author Topic: Devlog - Minecart Dumping  (Read 4129 times)

Arkenstone

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Re: Devlog - Minecart Dumping
« Reply #30 on: May 09, 2012, 04:56:53 pm »

All goods managed by carts on automated rollers.  From supply dumps to workshops to storage yard next to the trade depot.
Personally, I'm thinking that the flexibility of a wheelbarrow might make it more useful in some situations.  Say, for hauling stone from a common yard to dedicated (and sorted!) stockpiles for each mason's shop.  Whereas minecarts would be more useful on more stable routes, like from my ale reserves to smaller 'pit stops' spread around the fort, with a circuit loop to gather the empty barrels.
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Syndic

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Re: Devlog - Minecart Dumping
« Reply #31 on: May 09, 2012, 05:58:36 pm »

I'm just a teensy bit disappointed that you can't actually make "conveyor belts" that run through a workshop so that a crafter can just dump their finished products and grab extra supplies as they go by, but I think I'm going to try to make a "no hauling" fortress in general. 

All goods managed by carts on automated rollers.  From supply dumps to workshops to storage yard next to the trade depot.

Basically, I'll make my fortress look like one of those UPS commercials.  Everything's always being passed from one thing zipping around to a guy just tossing it onto another mechanical contraption.

This.
I mean, why even bother bringing magma up to my fortress if I can just build my smelters near the magma sea? I'll transport food, booze, clothing and raw materials in via minecarts (stockpiles can now give to multiple stockpiles, will try to keep them equally filled... yay!) and bring the finished products back out the same way. Maybe I'll even add in moats that can only be passed by jumping them with a minecart to make EXTRA sure nothing gets to my workshop enclaves... or out of them!
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bombzero

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Re: Devlog - Minecart Dumping
« Reply #32 on: May 09, 2012, 06:02:34 pm »

well magma automatically being brought to the surface would be more helpful, as you could shorten all hauling by simply bringing the magma to you, plus it gives you a valid weapon for emergencies with just one floodgate.
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Brewster

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Re: Devlog - Minecart Dumping
« Reply #33 on: May 09, 2012, 06:42:26 pm »

Uvash Nakuthstakud has been ecstatic lately. He admired a fine Minecart lately. He had busted a truly sweet loop 'd loop. He has sustain minor injury lately.
« Last Edit: May 09, 2012, 08:24:00 pm by Brewster »
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Martin

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Re: Devlog - Minecart Dumping
« Reply #34 on: May 09, 2012, 07:25:54 pm »

Now if only we had pipes that can actually be used as pipes so that my waterways stop getting clogged with fungiwood trees I will be a happy man.


Build a paved road on the bottom of your waterways. It's a building, not a construction, so trees won't grow on it. You can even hide it so you still see the natural floor and water levels.

Friendstrange

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Re: Devlog - Minecart Dumping
« Reply #35 on: May 10, 2012, 01:10:49 am »

I believe putting custom stockpiles set not to accept anything will stop trees from growing.
I had not thought of that. I must try it out.
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