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Author Topic: Quantum Dwarven Industrial Complex  (Read 11957 times)

SeymoreGlass

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Re: Quantum Dwarven Industrial Complex
« Reply #30 on: August 16, 2012, 04:47:12 pm »

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

Cutting down on pathfinding lag. The more open space between a dorf and its destination, the more pathfinding it has to do; to cut mitigate this: direct routs with very little wiggle room can help to improve FPS.
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The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration (waiting on someone to sig that)

Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #31 on: August 16, 2012, 05:09:36 pm »

I considered not stacking them for aesthetic reasons, so I built unused track sections intending them to be an end point for a route where carts would idle while being loaded, but I ended up just stacking them.

If I could build it again, I think I might go with a U shaped complex. Industry on both sides of the U, with the main stockpile at the bottom of the U, all starting points for the routes stacked up, so 6 mine carts stacked on each other at the starting point.

Or maybe not staked but instead 6 carts sitting next to each other, just so it looks pretty. I do like how tracks and mine carts being guided around make it look like an actual factory.
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doublestrafe

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Re: Quantum Dwarven Industrial Complex
« Reply #32 on: August 17, 2012, 12:15:48 am »

Here's a problem I seem to be having with this setup--or at least with converting to this setup.

The sorting stockpile accepts stone. That means either a) you have dwarves carrying stone from hundreds of urists away and getting bad thoughts from running out of gas, or b) you allow wheelbarrows and suddenly your intake can't keep up because only three dwarves are hauling.

It looks to me like the stone operation is going to have to be handled separately.
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PaleBlueHammer

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Re: Quantum Dwarven Industrial Complex
« Reply #33 on: August 17, 2012, 12:25:39 am »

Okay I finally got around to actually building the track system around a central stockpile, to discover I'm horribly inept at this.

There's numerous T junctions.  Does every intersection have to have a stop?  So far I've only got stops at the four intakes at the central pile, and at each dump spot.

Straight up two-way track I've got: fill it up with desired items, it goes along and dumps, then gets pushed back.  But sorting out which way a cart should go at each intersection is confusing as hell.
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Quote from: misko27
If adamantine is revealed for more then 2 years without being completely mined it all turns into galena. Useless, Useless Galena.

doublestrafe

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Re: Quantum Dwarven Industrial Complex
« Reply #34 on: August 17, 2012, 12:30:15 am »

Okay I finally got around to actually building the track system around a central stockpile, to discover I'm horribly inept at this.

There's numerous T junctions.  Does every intersection have to have a stop?  So far I've only got stops at the four intakes at the central pile, and at each dump spot.

Straight up two-way track I've got: fill it up with desired items, it goes along and dumps, then gets pushed back.  But sorting out which way a cart should go at each intersection is confusing as hell.
As long as your route is guided, you don't have to deal with intersections at all. Just identify the start and end and your dwarf will pick the best route along the track.

Of course, if your track is screwed up he'll accomplish this by picking up the cart and carrying it, which is suboptimal.
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Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #35 on: August 17, 2012, 03:03:58 am »

Here's a problem I seem to be having with this setup--or at least with converting to this setup.

The sorting stockpile accepts stone. That means either a) you have dwarves carrying stone from hundreds of urists away and getting bad thoughts from running out of gas, or b) you allow wheelbarrows and suddenly your intake can't keep up because only three dwarves are hauling.

It looks to me like the stone operation is going to have to be handled separately.

Yes, I encountered that problem. To fix the problem, in the fort I built stone is handled separately. There are four stone only stockpiles that use wheelbarrows. This lets 12 stones be carted off at a time, while reserving the central stockpile for light goods that can be carried quickly and easier.
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FearfulJesuit

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Re: Quantum Dwarven Industrial Complex
« Reply #36 on: August 17, 2012, 08:12:39 am »

Absolutely brilliant.

So where does the glassmaking industry go?

I actually don't use glassmaking that much, but glassmaking really doesn't make use of any hauling. All you need is sand and magma. Its easy enough to make sand anywhere. Just get an area muddy, make a farm field over it, plant a season worth of crops, and that should then turn into soil of whatever biome you're in.


Bit of a quote necro here, but is that in fact true?
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

PaleBlueHammer

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Re: Quantum Dwarven Industrial Complex
« Reply #37 on: August 17, 2012, 09:28:48 am »

Quote from: dhokarena56
Bit of a quote necro here, but is that in fact true?

I can't vouch for the farm plot thing, but I usually create a LARGE glassmaking industry since it makes a few useful things out of... just about nothing but dwarven labor.  I do always make a quantum stockpile but only in the past few days have I been messing with tracks and moving carts.  Anyway, I've had sand and loam layers in the same biome, so I'm not sure the farm plot trick is reliable, even if it works.  I just make sure my magma glass furnaces are relatively near my sand stockpile.

I love glass.  Glass pots are a wonderful substitute for booze barrels, especially in a wood-scarce biome.
« Last Edit: August 17, 2012, 09:33:49 am by PaleBlueHammer »
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Quote from: misko27
If adamantine is revealed for more then 2 years without being completely mined it all turns into galena. Useless, Useless Galena.

Hyndis

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Re: Quantum Dwarven Industrial Complex
« Reply #38 on: August 17, 2012, 10:28:46 am »

If you have multiple soil layers in the biome you will get a random soil type after a tree grows and is cut down, or prevented from growing. If its all sand then you will definitely get some sand even deep underground. Trees will attempt to grow under farms on muddy stone, but the farm instagibs the tree, so you don't get any tree but you do get the change of what the tile is under the farm.

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