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Author Topic: minecarts layouts?  (Read 1208 times)

b22

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minecarts layouts?
« on: January 29, 2013, 05:53:41 pm »

I noticed that we got some new toys in the new version like Minecarts. Any advice on the best way to utilize them or layout screenshot ?
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Kaos

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Re: minecarts layouts?
« Reply #1 on: January 29, 2013, 10:32:46 pm »

depends on what you want to do?

I got I simple layout that I use from my fortress start:

The quantum minecart stockpile station:
create a 3x3 stockpile where a resource is produced, for example I set a stockpile to accept prepared meals near my kitchen
build a track 'S'top and set auto-dump on the wanted direction,
place a 1x1 stockpile on the dump-tile, set it to receive the items you want to quantum stockpile, in my example prepared meals
create a route, assign a minecart to it,
create a stop on the track stop, set it to take from the source stockpile, the one near the kitchen

Done! now you can have your cook on repeat making lavish meals that will get moved to the 3x3 stockpile by up to 9 dwarves, and then they will empty the 3x3 stockpile into the minecart that will immediately dump the prepared meals on the 1x1 stockpile, no more miasma from rotten meals left in the kitchen because the stockpiles were full.
« Last Edit: January 29, 2013, 10:35:05 pm by Kaos »
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CaptApollo12

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Re: minecarts layouts?
« Reply #2 on: January 30, 2013, 02:25:44 am »

Or you can weaponize them... tehehehe
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13thEssence

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Re: minecarts layouts?
« Reply #3 on: January 30, 2013, 11:34:46 pm »

Here's one application that's pretty well done.
http://www.bay12forums.com/smf/index.php?topic=120935.msg3904514#msg3904514

I'm also working on an automated distribution network to move anything you want from a central hub to multiple workshops.  It will also pick up products at the workshops and bring back to the hub, allowing it to them be sent out to different workshops through the same network.  Multiple minecarts set out along the same track, synchronized on a schedule so they never crash and are always moving stuff to where it needs to go.  Some kinks to work out but it's looking good so far.
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b22

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Re: minecarts layouts?
« Reply #4 on: January 31, 2013, 12:43:37 am »

@Kaos, thanks that is a great idea. I always found that the meat industry getting way to high maintenance down the road and this would help.

@13thEssence, looks ver interesting, though I have to admit that some of the nuances of your plan are past me at the moment(I'll have to play with it first). What I mostly want to know is what do use it for? because when I hit the 80+ dwarfs, I usually find myself looking for thing to occupy my dwarfs. So the big question is whether adapting my layout and all the work involved in making the tracks layout worth the trouble or maybe the good old dwarven feet can do the trick just as well?
« Last Edit: January 31, 2013, 01:54:51 am by b22 »
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13thEssence

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Re: minecarts layouts?
« Reply #5 on: January 31, 2013, 05:23:20 am »

I'm sure the dwarves can handle schlepping stuff around on foot.  However, even though I haven't been at that point to do it myself, I think training those extra dwarves for military and setting up fancy patrol routes everywhere, or at least using them on rotation with your other squads to give those more time to train/drink/party, is a better use for them.  Or building a 20-storey palace out of glass blocks.

I'm also doing this for interest/challenge.  I wanted to play with minecart logic.  And I'm always fascinated by what strange things you can push a game's mechanics to accomplish.  Plus they're dwarves.  They mine.  They use mine carts.  Mine carts are available.  There's a magnetism to use them however possible.

As for adapting layout, normally you'd have to have tracks crisscrossing around for each route.  Without careful planning before digging the level, you're either negotiating real-estate or weaving tracks all over the place.  Detours around entire blocks of rooms, up and down z-levels, etc.  There are probably ways to do multi-route tracks without computerizing it, but I can't think of how.

With what I'm working on you can connect 4 or 8 or 20 rooms together with a single straight track which leads right to a central hub.  Run a ring around the perimeter of your workshop's level, use about 6 tiles of any room/section you want to to distribute to, and you're set.  The only hard parts are the control room design and connecting all the gears and pressure plates.

Hmmm.  I just thought of something. A binary splitter could cut the number of controls in half!  Madness.
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Skorpion

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Re: minecarts layouts?
« Reply #6 on: January 31, 2013, 07:36:31 am »

I've dabbled with them. So far, a central shaft seems to work for getting stuff from soil-level storage to the magma sea, and for unloading the trade depot. At least, with pushed minecarts.
Maybe put it around the central staircase shaft, separated by walls to avoid dwarven accidents?

Maybe an 'up' and a 'down' shaft, if using power, but then how would you divert them off in different directions?

Certainly, minecarts make it harder to have sprawling single-level workshop complexes like I tend to have. Maybe smaller workshops, built around a stockpile, with a cart going in from the main line.

Transport Tycoon: Dwarf Fortress edition?
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b22

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Re: minecarts layouts?
« Reply #7 on: January 31, 2013, 07:33:10 pm »

@13thEssence, I get the interest/challenge part and intrigued by the possibilities. I intend to try this in a limited capacity. The problem was always with going full scale, because at this point I already settled for a layout that I really like it's efficient enough, looks nice and familiar. While tracks require re-planning everything, so I guess I was fishing for reason to do that ;)

@Skorpion, I nelieve that minecarts are perfect for single-level workshop complexes. Unlike in my case where I am using 2/3 level complexes(resource/workshop/output) on different levels.
Can you elaborate on the shaft part?  a minecart elevator can be very useful...
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Kaos

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Re: minecarts layouts?
« Reply #8 on: January 31, 2013, 10:59:14 pm »

@Kaos, thanks that is a great idea. I always found that the meat industry getting way to high maintenance down the road and this would help.
Indeed, is great for anything that rots or withers away, I use it for the meals produced at the kitchen so they don't rot and for the plants, so they don't wither on the fields and get distributed to the still, farmer's workshop and mills, also if you like to keep the fort tidy and give something to do to your idle dwarves it works great for refuse (vermin remains)... and virtually any industry...
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b22

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Re: minecarts layouts?
« Reply #9 on: February 01, 2013, 12:09:35 am »

atm I am going to try it out for my underground logging operation, which is rather far from my fort and next the meat industry and see how it goes. (atom stockpile is very appealing, but it feel wrong, to shrink my huge store rooms into one tile closets...)
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