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Author Topic: Quantum Dwarven Industrial Complex  (Read 11959 times)

doublestrafe

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Re: Quantum Dwarven Industrial Complex
« Reply #15 on: August 11, 2012, 03:45:09 pm »

Meat doesn't go bad in food stockpiles. It's susceptible to vermin, but it won't rot.
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Lamiales

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Re: Quantum Dwarven Industrial Complex
« Reply #16 on: August 11, 2012, 04:16:43 pm »

is there any point to the tracks if the carts are guided anyways?
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Gentlefish

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Re: Quantum Dwarven Industrial Complex
« Reply #17 on: August 11, 2012, 04:28:28 pm »

And to help with vermin, pasture like 10 male cats in the food stockpile. They'll eat your vermin.

billw

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Re: Quantum Dwarven Industrial Complex
« Reply #18 on: August 11, 2012, 09:10:33 pm »

is there any point to the tracks if the carts are guided anyways?

Yes for stone as moving it is slow, also they are required to do the quantum stockpiling automatically, otherwise you have to designate stuff to be dumped and move your garbage dump around manually which is a pain. Source: I just set up a workshop area based on these designs and its pretty cool.
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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #19 on: August 13, 2012, 12:07:57 pm »

Over the weekend I built a fort based on this quantum stockpile design.

I also ran into a completely unexpected problem. I don't have enough stockpile space! D:


Previously, I would use industrial stockpile space to accept food, but to not accept barrels. This would allow food to be temporarily stored in that stockpile until barrels could be found to store the food properly. Being stored in a food stockpile would significantly slow down the rotting process, so it worked well as a stopgap measure if I had a huge influx of meat from the butchers for some reason that has absolutely nothing to do with elven sieges. Nope! Nothing at all.   :D

The overflow would accept all of this meat temporarily, until it can be barreled up and stored in a proper food stockpile next to the kitchens.


When I get a chance I'll upload it on the DFMA with proper annotations. It'll probably be later on this evening though.
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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #20 on: August 13, 2012, 12:12:07 pm »

Corridors? What's the point of a corridor? Or walls, for that matter?

Because it looks pretty.
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oldark

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Re: Quantum Dwarven Industrial Complex
« Reply #21 on: August 14, 2012, 12:55:34 pm »

How can you specify item quality in a stockpile? I checked stockpile options, minecart route options, and advanced but don't see the option anywhere.
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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #22 on: August 14, 2012, 02:42:07 pm »

How can you specify item quality in a stockpile? I checked stockpile options, minecart route options, and advanced but don't see the option anywhere.

Its in the stockpile options and also for a route stop option. You can select what a mine cart will pick up.

Not all types of objects will have quality. Wood and stone doesn't have quality, but finished goods, weapons, and armor all do have quality.

You can also be clever with the stockpile settings and have useless stone and all ore go to stockpile A, all obsidian go to stockpile B, and all clay go to stockpile C. You can do a lot of clever things through getting creative with what stockpiles accept what items.
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GreatWyrmGold

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Re: Quantum Dwarven Industrial Complex
« Reply #23 on: August 14, 2012, 02:52:43 pm »

is there any point to the tracks if the carts are guided anyways?
You need tracks to guide carts, as opposed to picking them up and slowly crawling towards your destination.

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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #24 on: August 14, 2012, 03:11:47 pm »

is there any point to the tracks if the carts are guided anyways?
You need tracks to guide carts, as opposed to picking them up and slowly crawling towards your destination.

This.

A guided cart has a weight of 0 with regards to how much it slows down a dwarf. The contents of the cart are also weightless. This means the dwarf guiding the cart moves at his/her maximum speed. If the dwarf happens to be perfectly agile, they can move around mine carts full of lead blocks, and they will zoom around the fortress with that cart.

If you have the same dwarf load up the cart full of lead blocks and then carry the cart plus lead blocks, it will move at an absolutely glacial pace.

If the cart itself is very light, such as if its made out of featherwood, and you're moving very light objects in the cart, such as featherwood logs or clothing items, then its not that big of a deal, but even still its a lot faster to guide a cart than push it over a floor with no track.
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Sutremaine

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Re: Quantum Dwarven Industrial Complex
« Reply #25 on: August 14, 2012, 05:56:02 pm »

Not all types of objects will have quality. Wood and stone doesn't have quality, but finished goods, weapons, and armor all do have quality.
Cloth has quality levels but no options for it in the stockpile settings.
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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #26 on: August 15, 2012, 12:18:22 pm »

Map uploaded and properly annotated.

Behold!

http://mkv25.net/dfma/poi-29675-quantumindustrialcomplex
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r4NGe

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Re: Quantum Dwarven Industrial Complex
« Reply #27 on: August 16, 2012, 02:16:55 pm »

Possibly dumb question as I am just getting started with minecarts. So the dwarves fill up the cart (west side) at the center with 3 types of acceptable items and gets guided west. When it hits the junction, which way does it go and why? How does it visit all 3 stops?
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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #28 on: August 16, 2012, 02:43:59 pm »

Each destination stockpile has its own unique route. They just stack up on each other, which is fine. They can occupy the same tile at the same time. Guided carts are completely safe. They can pass through each other or through other dwarves without causing any problems.

Its only if you're using pushed or ridden carts that the track becomes very important. With guided carts the cart is entirely controlled by the dwarf, so the dwarf simply chooses the best route to go from point A to point B if there are multiple possible tracks that go there.
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r4NGe

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Re: Quantum Dwarven Industrial Complex
« Reply #29 on: August 16, 2012, 03:07:02 pm »

Each destination stockpile has its own unique route. They just stack up on each other, which is fine. They can occupy the same tile at the same time. Guided carts are completely safe. They can pass through each other or through other dwarves without causing any problems.

Its only if you're using pushed or ridden carts that the track becomes very important. With guided carts the cart is entirely controlled by the dwarf, so the dwarf simply chooses the best route to go from point A to point B if there are multiple possible tracks that go there.

Makes perfect sense. The 3 origin carts are stacked, 1 for each route. I was thinking it was 1 origin cart. Thanks!
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