Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Minecart Magma Lift problems  (Read 373 times)

xandalis

  • Bay Watcher
    • View Profile
Minecart Magma Lift problems
« on: January 05, 2014, 07:55:59 pm »

So, I've been building a 50z high magma lift... and am now on the 3rd revision trying to get the thing to work, and this thing has already claimed the lives of several dwarves including both legendary mechanics. Here is the problem that keeps happening regardless of how I get the carts up the track/ramps: carts will go up about 20 to 40 or so z levels (have tried impulse ramps, and rollers), and then just stall out, not making it up the next ramp. Occasionally a cart will make it all the way up (or at least almost to the dump track stop/return route).

The bottom of the lift, the pump/fill basin is one more z level down.
Spoiler (click to show/hide)

Stuck test cart, 41 z levels above.
Spoiler (click to show/hide)

The rollers are set in the correct directions, at highest.

Problems encountered when trying impulse ramps included carts "bouncing" between the impulse ramp and normal "up" ramp, leading to multiple injuries when trying to clear the carts. The roller attempt results in similar, though less harmful jams, as once power is cut to the rollers the carts either just stop or start rolling back down.

Any ideas/suggestions would be welcome.

edit: Okay, came up with a possibility that might work. I'm going to put a small speed-loop about 30z up from the bottom, where the cart kicks out of the spiral into a small loop with impulse ramps and/or rollers to ensure highest possible speed before re-entering the spiral climb. Even though as far as I know, the rollers in use already should ensure it has enough speed to get all the way up without stalling.
« Last Edit: January 05, 2014, 08:13:15 pm by xandalis »
Logged

xandalis

  • Bay Watcher
    • View Profile
Re: Minecart Magma Lift problems
« Reply #1 on: January 05, 2014, 11:16:10 pm »

Well, after further troubleshooting I found and fixed the jam... still no clue what was actually causing it though. Hurray! The great Magma Lift of Mondūlzaneg functions!
Logged

xandalis

  • Bay Watcher
    • View Profile
Re: Minecart Magma Lift problems
« Reply #2 on: January 07, 2014, 02:21:26 am »

... Well, mostly. Still encountering jams, although of a different cause. Now the thing runs fine for the first 30 or so carts, then spontaneously jams. Carts seem to just decide to stop on a roller (recently re-built to ensure correct direction) at a corner, rather than continue up the ramp. Other carts then pile up behind it, effectively trapping it. Ultimately this results in several magma-full carts racing back down the main shaft, eventually spilling magma around, thus requiring a long wait for the area to be safe (enough) for to send in a repair crew to clear the jams. Fun.
Logged

WanderingKid

  • Bay Watcher
  • The Overfiend
    • View Profile
Re: Minecart Magma Lift problems
« Reply #3 on: January 07, 2014, 02:45:22 am »

See the link in my sig for either the impulse ramps or the massive minecart system.  You need to modify the wiki version for impulse elevators to work correctly over 8/9 z's high.

Edit: I've had similar problems with rollers occassionally.  The cart derails and the roller doesn't re-rail the cart for some reason, and it stalls.  I've learned to use 4x4 or 5x5 powered ramps when I choose to do that.  I don't bother anymore since I've got the impulse elevators properly functioning, but get a little space around your power train and you'll find you remove most of the issues.

Also, if you're going to put a roller per level, use medium/high, not highest.  Highest WILL get a cart to flight speed.

xandalis

  • Bay Watcher
    • View Profile
Re: Minecart Magma Lift problems
« Reply #4 on: January 07, 2014, 03:31:46 pm »

Thanks, I'll check those links. I've been slowly tuning the system, re-building rollers at lower settings in trouble areas. Though they still seem to hang on each other when packed against a turn. I may have to figure out a more controlled release rate.
Logged