User:Corona688

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A few little designs I've been playing with in-game.

Airlock Depot Entrance[edit]

O O
O O
^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ , , ,
, , ,

This setup is intended to solve two probems: Preventing monkeys from stealing my stonecarver's precious masterpiece mugs, and stopping giant cave swallows from breaking up the party. The trade depot is 1 level underground, roofed with natural stone, led to by ramps to the right with a 2 by 5 bridge in the way, rising to the east. The long distance between bridge and depot keeps traders from going squish.

Everything marked in red is operated by the same lever. Pulling the lever seals off the depot from outside by raising the bridge, allows inside access by opening the inner doors, and presents a tempting line of traps for goblins and monkeys while still letting in liasons and migrants. The grey, manually-operated doors let you still lock the depot entrance should the red ones jam.

R/S Flip Flop[edit]

A flip-flop is a traditional digital logic device with a memory of one bit, two inputs, and two outputs that are always opposites. Operating one input sets always sets the flip-flop to one state, operating the other input always flips it to the other, and operating both at the same time should be avoided.

I wanted a kind of switch that could be operated by soldiers, i.e. pressure plate input only. A soldier waits on a pressure plate, flipping the flip-flop and opening the bridge, and most importantly, leaving the bridge open once opened! Closing with soldiers on it would be very bad. When I want to close it, I station a soldier on a different pressure plate.

^ ^ ^ ^
¢ ¢ ¢ ¢

All pressure plates are water 3-7. All hatches have emtpy space beneath them into an aquifer or other convenient drain. Pressure plates and doors linked to each other have matching backgrounds. The two uncolored, inner doors are the manual inputs which you can operate any way you please. They are normally closed, and should be opened only to change states.

It tends to oscillate for a little bit when first given water unless you keep a dwarf on one(and ONLY one!) of the input plates. After that it is pretty stable. Switching states is reliable but not especially fast. It consumes little water since 3 out of 4 doors will be closed at nearly all times.

Hex Plates[edit]

Trying to build a slightly organized fort instead of a mismanaged sprawl, I've been organizing areas into hexagon plates:

÷ ÷ ÷ ÷ ÷ ÷ ÷ Θ Θ Θ Θ
÷ ÷ ÷ ÷ ÷ ÷ ÷ ÷ ÷ ÷ ÷ . . . . . . . .
÷ . . . . . . . . . . . . . . . . . . . .
÷ . . . . . . . . . . .
÷ ÷ . . . .
÷ ÷ . . . . . . . . . . . . . . . . . . . .
÷ ÷ ÷ . . . . . . . . . . Θ . . . . . . < > . . . . . Θ
÷ ÷ ÷ . . . o . . . . . . . . < > .
÷ ÷ ÷ . . . . . . . . . . Θ . . . . . . < > . . . . . Θ
÷ ÷ . . . . . . . . . . . . . . . . . . . . .
÷ ÷ . . . . . . . . . . . . . . .
÷ . . . . . . . . . . . . . . . . . . . . . . .
÷ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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. . . . . . . . . . . . . . . . . . . Θ Θ
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. . . . . < > . . . . .
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. . . . . . O O . . . . . . . . . . . .
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. . . . . . . O . . . . . . . . . . . . . . . . . .
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. . . . . . O O . . . . . . . . . . .
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They may look big, but you'll be surprised how quickly you run out of room.

Lower left is an airlock-depot, upper left is a dining area, upper right is housing, lower right is stockpile/workshop, center is a service column with water (pressurized) and magma (not). Be sure to install hatches with levers at the bottom if you wish to extend your service column later. The far bottom is a cistern, filled high enough to generate considerable pressure and volume for Fun purposes.

Digging everything as ramps makes it easier to install, say, marksdwarves above your trade depot someday.

Notes on Minecarts[edit]

Some observations I had to discover before I could get carts to work:

  • It's not necessary to power them for most tasks. A dwarf can move laden carts at acceptable speed.
  • Carved tracks are easier than constructed ones, they already know all the pieces you need, and can be erased(smoothed) and re-done in a flash.
  • Track stops are just obstacles. They control when a cart tips and in what direction.
  • If you change what materials a minecart accepts, it can jam until you dump any contents which don't match anymore. Dwarves won't automatically do that.
  • If you set a minecart to accept lots of things, you can control what it moves by controlling its source stockpile.
  • A minecart set to accept furniture can end up moving bins -- full bins! -- out of its source stockpile.

Graveyards[edit]

Better get dumping those corpses before they horrify your dwarves too much to get near.

A series of pits to dump in:

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. . . . .

Designate the whole thing as a garbage dump, and mark corpses for dumping. Dwarves will dump in one grave, which you then floor over. They will then automatically pick the next convenient grave.


Links I keep losing[edit]