v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Minecart
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{quality|unrated}}{{av}} |
− | {{av}} | + | A '''minecart''' is a [[tool]] used mostly for [[hauling]], introduced in version 0.34.08. It can be made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]]. |
− | [[ | + | Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track{{cite forum|109460/3289070}}. However, minecarts moving fast enough or being ridden cannot be stolen. |
− | + | Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts. | |
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built. | The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built. | ||
== Basic Minecart Usage == | == Basic Minecart Usage == | ||
− | + | Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop. | |
− | After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each | + | After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called "Push/Haul Vehicles" and is turned on by default. |
− | To control which items | + | To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from. |
===Capacity and weights === | ===Capacity and weights === | ||
− | Minecarts have | + | Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. |
'''Examples of the capacity of one cart''' | '''Examples of the capacity of one cart''' | ||
Line 32: | Line 32: | ||
| [[block]]/[[bar]] | | [[block]]/[[bar]] | ||
| 83 | | 83 | ||
− | |||
− | |||
− | |||
|- | |- | ||
| [[Kitchen|prepared meals]] | | [[Kitchen|prepared meals]] | ||
Line 40: | Line 37: | ||
|- | |- | ||
| [[Trap_component#Spiked_ball|spiked balls]] | | [[Trap_component#Spiked_ball|spiked balls]] | ||
− | |||
− | |||
− | |||
| 500 | | 500 | ||
|- | |- | ||
Line 55: | Line 49: | ||
|} | |} | ||
− | The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. | + | The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting. |
'''Weights of different carts''' | '''Weights of different carts''' | ||
Line 69: | Line 63: | ||
| 378Γ (10 oak logs) | | 378Γ (10 oak logs) | ||
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| platinum minecart | | platinum minecart | ||
| 856Γ | | 856Γ | ||
Line 90: | Line 75: | ||
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale) | ! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale) | ||
|- | |- | ||
− | | [[ | + | | [[Bismuth]] (moods only) || 391 || 9 || 15 |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| [[Brass]] || 342 || 8 || 14 | | [[Brass]] || 342 || 8 || 14 | ||
|- | |- | ||
− | | [[ | + | | [[Electrum]] || 596 || 4 || 7 |
|- | |- | ||
| [[Fine pewter]] || 291 || 9 || 15 | | [[Fine pewter]] || 291 || 9 || 15 | ||
+ | |- | ||
+ | | [[Glumprong]] || 48 || 2 || 4 | ||
|- | |- | ||
| [[Lay pewter]] || 291 || 9 || 15 | | [[Lay pewter]] || 291 || 9 || 15 | ||
+ | |- | ||
+ | | [[Nickel silver]] || 346 || 4 || 7 | ||
|- | |- | ||
| [[Tin]] || 291 || 9 || 15 | | [[Tin]] || 291 || 9 || 15 | ||
Line 108: | Line 93: | ||
| [[Trifle pewter]] || 291 || 9 || 15 | | [[Trifle pewter]] || 291 || 9 || 15 | ||
|} | |} | ||
− | |||
− | |||
=== Creating tracks === | === Creating tracks === | ||
− | + | The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below. | |
====Simple tracks==== | ====Simple tracks==== | ||
Line 118: | Line 101: | ||
'''Carved''' | '''Carved''' | ||
− | A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{ | + | A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it. Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. |
'''Constructed''' | '''Constructed''' | ||
− | Tracks can also be built as regular [[construction]]s (through {{ | + | Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. |
====Ramps==== | ====Ramps==== | ||
Line 128: | Line 111: | ||
'''Carved''' | '''Carved''' | ||
− | The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level | + | The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.) |
'''Constructed''' | '''Constructed''' | ||
− | + | When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing. | |
'''Examples of ramps''' | '''Examples of ramps''' | ||
Line 150: | Line 133: | ||
░░░░░ ░░░░░ | ░░░░░ ░░░░░ | ||
░░░░░ ══╗░░ | ░░░░░ ══╗░░ | ||
− | + | =▲░░ ░░▼░░ | |
░░░░░ ░░░░░ | ░░░░░ ░░░░░ | ||
}} | }} | ||
− | |||
you would need to connect the ramp on z +0 both to the west and to the north by issuing two "carve track" commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up. | you would need to connect the ramp on z +0 both to the west and to the north by issuing two "carve track" commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up. | ||
− | Moving to and from ramps (or between ramps "pointing" in different | + | Moving to and from ramps (or between ramps "pointing" in different directions0 causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be "skipped". This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}} |
+ | {{anchor|Tracks}} | ||
=== Hauling route === | === Hauling route === | ||
− | + | The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu. | |
==== Route ==== | ==== Route ==== | ||
− | + | New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy. | |
+ | |||
+ | ==== Track stop ==== | ||
+ | There are two types of stops. The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. This designates a loading/unloading location for a minecart. For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops. The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping. | ||
+ | |||
+ | Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up. | ||
− | + | It is important to note that hauling stop order is enforced, even if there is no track. A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow. | |
− | + | Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. | |
− | |||
− | + | Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart. Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart. | |
− | + | Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}. | |
+ | * See [[#More_on_Track_stop |More on Track Stops]] | ||
===== Stockpile links ===== | ===== Stockpile links ===== | ||
− | By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. | + | By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. |
+ | [[#More_on_Track_stop| See More on Track stop]] | ||
===== Departure condition ===== | ===== Departure condition ===== | ||
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes: | Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes: | ||
# A departure mode (Guide, Ride or Push). | # A departure mode (Guide, Ride or Push). | ||
− | # | + | # A departure direction (NSEW). |
# A timer, before which the departure condition cannot be met. | # A timer, before which the departure condition cannot be met. | ||
# Conditions on the amount of items in the cart. | # Conditions on the amount of items in the cart. | ||
Departure conditions are created with the {{k|n}} key. A new departure condition will read: "guide north immediately when empty of desired items". This condition can be changed between basic presets with {{k|c}}. "Advanced" mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options. | Departure conditions are created with the {{k|n}} key. A new departure condition will read: "guide north immediately when empty of desired items". This condition can be changed between basic presets with {{k|c}}. "Advanced" mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options. | ||
− | To have a cart only carry a specific set of items, the stop can be set to only carry "desired" items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart | + | To have a cart only carry a specific set of items, the stop can be set to only carry "desired" items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Step-by-step tutorial === | === Step-by-step tutorial === | ||
Line 197: | Line 179: | ||
Let's construct a simple minecart route. This route will move stone blocks from an input stockpile to an output stockpile. We'll begin by creating the stockpiles: | Let's construct a simple minecart route. This route will move stone blocks from an input stockpile to an output stockpile. We'll begin by creating the stockpiles: | ||
− | [[File:minecart-example-1 | + | [[File:minecart-example-1.png|Stockpiles designated.]] |
The input stockpile is on the left; the output stockpile is on the right. We'll be moving blocks from left to right. Disable bins in both stockpiles, and set the input stockpile to accept only from links. Then make the stockpile take from the mason's workshop where the blocks are being produced. | The input stockpile is on the left; the output stockpile is on the right. We'll be moving blocks from left to right. Disable bins in both stockpiles, and set the input stockpile to accept only from links. Then make the stockpile take from the mason's workshop where the blocks are being produced. | ||
Line 203: | Line 185: | ||
Next, carve the track: | Next, carve the track: | ||
− | [[File:minecart-example-2 | + | [[File:minecart-example-2.png|Track carving designation.]] |
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control. Now, wait for your engravers to come along and carve the track into the stone. (Your haulers will probably also fill up the input stockpile while you wait.) | Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control. Now, wait for your engravers to come along and carve the track into the stone. (Your haulers will probably also fill up the input stockpile while you wait.) | ||
Line 209: | Line 191: | ||
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge. | In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge. | ||
− | [[File:minecart-example- | + | [[File:minecart-example-3.png|Track carved.]] |
− | When the track has been carved, it will look like the above (the track will be solid instead of flashing). Now, order a track stop to be constructed | + | When the track has been carved, it will look like the above (the track will be solid instead of flashing). Now, order a track stop to be constructed next to the output stockpile: |
{| | {| | ||
− | | [[File:minecart-example-4 | + | | [[File:minecart-example-4.png|Track stop designation.]] |
− | | [[File:minecart-example-5 | + | | [[File:minecart-example-5.png|Select dumping direction.]] |
|} | |} | ||
− | You must select the dumping direction ''before'' placing the track stop. We want our blocks to be dumped into the output stockpile east of the track stop. Then wait for a mechanic to come along and build the track stop. | + | You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop. We want our blocks to be dumped into the output stockpile east of the track stop. Then wait for a mechanic to come along and build the track stop. |
− | [[File:minecart-example-6 | + | [[File:minecart-example-6.png|Track stop constructed.]] |
− | Now we'll define the actual ''route''. This is done in the {{k| | + | Now we'll define the actual ''route''. This is done in the {{k|h}}auling menu. Press {{k|r}} to begin defining a route. Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop: |
{| | {| | ||
− | | [[File:minecart-example-7 | + | | [[File:minecart-example-7.png|Stop 1 designation.]] |
− | | [[File:minecart-example-8 | + | | [[File:minecart-example-8.png|Route definition, in progress.]] |
|} | |} | ||
− | + | Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop: | |
{| | {| | ||
− | | [[File:minecart-example-9 | + | | [[File:minecart-example-9.png|Stop 2 designation.]] |
− | | [[File:minecart-example-10 | + | | [[File:minecart-example-10.png|Route definition, two stops.]] |
+ | |- | ||
+ | | | ||
+ | | [[File:minecart-example-11.png|Stops are not defined yet.]] | ||
|} | |} | ||
− | + | There are several user interface features to note at this point. The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them. In the lower right corner, we see what the {{DFtext|!|#ff0}} means. Also, note that the second stop is labeled in white, while the other two lines are grey. The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}. | |
+ | |||
+ | Next we need to define what our stops do. We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return. Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up. By default, the stop has three conditions: | ||
+ | |||
+ | [[File:minecart-example-12.png|Default stop definition.]] | ||
− | + | We don't want any of these, so press {{k|x}} three times to delete them. This leaves us with a blank stop. Now we can add the conditions we actually want. Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east. Then press {{k|c}} to change the condition from empty to full. This will instruct the minecart to be guided east when full of desired items. | |
− | + | To set the desired items, we create a stockpile link. Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile. Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen. Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks. | |
− | + | When you've done all that, stop 1 should look like this: | |
− | [[File:minecart-example- | + | [[File:minecart-example-13.png|Stop 1, defined.]] |
− | + | Stop 2 is much simpler. All we need to do is have the minecart return to the input stop. So, make a condition and change the direction: | |
− | [[File:minecart-example- | + | [[File:minecart-example-14.png|Stop 2, defined.]] |
− | + | Finally, we just have to assign our minecart. Go back to the route definition screen, and press {{k|v}}. Select the minecart, and press {{k|Enter}}. | |
− | + | Now we've got everything set up: | |
− | + | [[File:minecart-example-15.png|Route, fully defined.]] | |
− | + | The V is red because the minecart hasn't been moved onto the track yet. Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away. | |
− | + | Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully. When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right. Automatic quantum dumping! | |
− | |||
− | |||
− | |||
=== Troubleshooting === | === Troubleshooting === | ||
− | Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k| | + | Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu. |
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops | '''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops | ||
− | + | '''Possible Causes:''' | |
− | + | * The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction. | |
− | + | * The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue. | |
− | + | * Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks. | |
− | + | ** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp <b>and one square beyond</b> in the direction you want the track to go. | |
− | + | ** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as "unusable". The solid block can be natural or constructed. | |
− | + | * The desired/kept items might not be configured correctly. | |
− | |||
− | |||
− | |||
'''Symptom:''' The status '''0% <span style="color:#00dd00;">V</span>''' always appears to the right of one stop. | '''Symptom:''' The status '''0% <span style="color:#00dd00;">V</span>''' always appears to the right of one stop. | ||
− | + | '''Possible Causes:''' | |
− | + | * The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like "Take from Stockpile #1". | |
− | + | * The take conditions must correspond with the contents of the stockpile. | |
− | + | * The track stop may be set to dump. A track stop set to dump cannot be filled. Set "Dump on arrival" to "No" using the {{key|q}} menu. | |
− | + | * Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump). | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination. | '''Symptom:''' A dwarf picks up the minecart and carries it to its destination. | ||
− | + | * See [[#Quirks|Quirks]] | |
=== Danger === | === Danger === | ||
− | Minecarts are not without <strike>danger</strike> [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride | + | Minecarts are not without <strike>danger</strike> [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful. |
− | The only <s>fool</s>''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps | + | The only <s>fool</s>''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps a single-tile hole. Minecarts moving at reasonable speed will jump the gap, while creatures will not. Other options include adding vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door). |
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even <s>better</s> worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, "Accidental grapeshotting of the dining room should be possible now." | Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even <s>better</s> worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, "Accidental grapeshotting of the dining room should be possible now." | ||
Line 315: | Line 287: | ||
=== More on Track stop === | === More on Track stop === | ||
− | Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off) | + | Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). |
− | If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate. Normally | + | If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate. Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]). It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off. |
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface. Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available). Items falling on top of a minecart will '''not''' fall "inside" the minecart. Use with caution; dwarves have fragile skulls.{{bug|5945}} | Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface. Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available). Items falling on top of a minecart will '''not''' fall "inside" the minecart. Use with caution; dwarves have fragile skulls.{{bug|5945}} | ||
Line 362: | Line 334: | ||
==== Impulse ramps ==== | ==== Impulse ramps ==== | ||
− | Carts can be given momentum without rollers or changing z-level | + | Carts can be given momentum without rollers or changing z-level through a phenomenon called "impulse ramps". A track ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart towards the connected floor tile, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction. |
Example of straight impulse acceleration: | Example of straight impulse acceleration: | ||
Line 374: | Line 346: | ||
}} | }} | ||
− | If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very | + | If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast - more than one tile every step. If it enters from the right then it will bounce back impulsed by the ramp if it's going slow enough. |
− | As another oddity, carts coming from ramps will in some cases "teleport" through most of the next tile. This | + | As another oddity, carts coming from ramps will in some cases "teleport" through most of the next tile. This can be used to send carts up levels with minimal loss of speed. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents. |
− | + | Example of an impulse elevator: | |
{{diagram|spaces=yes|\ | {{diagram|spaces=yes|\ | ||
Line 388: | Line 360: | ||
░░░░░ ░░░░░ ░░░░░ ░░░░░ | ░░░░░ ░░░░░ ░░░░░ ░░░░░ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
░ : Wall | ░ : Wall | ||
╔,╚,╗,╝ : Track/Ramp | ╔,╚,╗,╝ : Track/Ramp | ||
▼ : Down Ramp (empty space) | ▼ : Down Ramp (empty space) | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 440: | Line 372: | ||
==== Switching ==== | ==== Switching ==== | ||
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --> | <!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --> | ||
− | As | + | As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be <s>dangerous</s> [[fun]], however. |
{{diagram|spaces=yes|\ | {{diagram|spaces=yes|\ | ||
-> | -> | ||
Line 508: | Line 440: | ||
}} | }} | ||
− | This behavior can be used to build a "speed limiter", that will ensure that when a minecart exits it is traveling below derail speed | + | This behavior can be used to build a "speed limiter", that will ensure that when a minecart exits it is traveling below derail speed: |
{{diagram|spaces=yes|\ | {{diagram|spaces=yes|\ | ||
░░░░ ░░░░░ ░░░░░ | ░░░░ ░░░░░ ░░░░░ | ||
Line 534: | Line 466: | ||
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition. | Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition. | ||
− | Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance | + | Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance{{cite forum|109460/3377228}}. Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}} |
− | Tracks block wagon access to trade depots | + | Tracks block wagon access to trade depots. This can be avoided by using [[bridge]]s, which also function as tracks but do not block wagons. |
== Physics == | == Physics == | ||
Line 543: | Line 475: | ||
Minecart physics depend greatly on the departure mode set in the route stop conditions. | Minecart physics depend greatly on the departure mode set in the route stop conditions. | ||
− | When set to "Push" or "Ride", minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past "blocked" ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp | + | When set to "Push" or "Ride", minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past "blocked" ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided. |
The difference between "Push" and "Ride" is whether the dwarf will go along with the cart or not. | The difference between "Push" and "Ride" is whether the dwarf will go along with the cart or not. | ||
− | + | {{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. | |
− | {{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track | + | {{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop. |
− | + | {{DFtext|Guide}}: minecarts seem to ignore all laws of physics. That is: | |
− | {{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding it to the next stop. | + | *Ignore the weight of any and all items inside. Therefore: |
− | + | **Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks. | |
− | {{DFtext|Guide}}: | + | *Ignore working rollers. |
− | |||
− | |||
− | *Ignore the weight of any and all items inside. | ||
− | *Ignore | ||
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected. | *Will ''not'' collide with other guided carts even when a full frontal collision would be expected. | ||
− | *Will | + | *Will go up ramps like nobody's business. |
− | + | This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks. | |
− | |||
− | |||
Some samples with behavior: | Some samples with behavior: | ||
Line 574: | Line 500: | ||
In the second example above, a cart "pushed" from B will go over the junction and roll off into the unknown south. | In the second example above, a cart "pushed" from B will go over the junction and roll off into the unknown south. | ||
− | === Numbers behind the | + | === Skipping === |
+ | If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]]. | ||
+ | |||
+ | === Track Jumping === | ||
+ | If a minecart encounters the end of the track or a T junction with no "exit" in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner. | ||
+ | |||
+ | === Falling === | ||
+ | When falling, a minecart appears to cause no damage upon collision, possibly to allow cart "stacking" across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs. | ||
+ | The cart falling (from a hatch, thus with no horizontal speed) onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}} | ||
+ | |||
+ | === Stacking === | ||
+ | If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a "stacking" tile already occupied by other carts and will spend that time "hanging" in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical. | ||
+ | |||
+ | These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler. | ||
+ | |||
+ | === Numbers behind the scene === | ||
According to early research by '''expwnent'''{{cite forum|112831/3536975}}: | According to early research by '''expwnent'''{{cite forum|112831/3536975}}: | ||
− | The minecart has | + | The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. By going down a large number of ramps, a maximum speed of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts. |
− | Every tick the cart | + | Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by "friction" of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners. |
− | + | A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will give a cart the roller's set speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is "50000-speed+friction". Rollers also affect the speed of minecart from the middle of the previous tile. | |
− | |||
− | A push will teleport a cart to the | ||
Friction of tiles: | Friction of tiles: | ||
Line 641: | Line 580: | ||
|} | |} | ||
− | Water of depth 7/7 provides a friction of about 10000 per step | + | Water of depth 7/7 provides a friction of about 10000 per step, as does maximum-depth magma. This higher friction may not apply to very slow-moving carts. |
Impulse sources: | Impulse sources: | ||
Line 668: | Line 607: | ||
|- | |- | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Non-standard uses == | == Non-standard uses == | ||
− | Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[ | + | Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s. |
− | + | Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin. | |
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart. | Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart. | ||
A pressure plate can be used as automatic and more precise custom "launch when full enough" system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}} | A pressure plate can be used as automatic and more precise custom "launch when full enough" system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}} | ||
− | Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. | + | Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Adventure mode == | == Adventure mode == | ||
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}}) | In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}}) | ||
Line 919: | Line 624: | ||
{{clear}} | {{clear}} | ||
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. | * If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. | ||
− | * If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. | + | * If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it. |
− | |||
− | |||
− | |||
− | |||
− | |||
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}}) | If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}}) | ||
Line 936: | Line 636: | ||
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The "How Does Minecart" Thread] by '''Girlinhat''' et al. | * [http://www.bay12forums.com/smf/index.php?topic=109460.0 The "How Does Minecart" Thread] by '''Girlinhat''' et al. | ||
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al. | * [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al. | ||
− | * [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''. | + | * [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''. |
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''. | * [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''. | ||
− | |||
== Bugs == | == Bugs == | ||
Line 947: | Line 646: | ||
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route. | *After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route. | ||
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}} | *Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}} | ||
− | |||
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}} | *A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}} | ||
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}} | *Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}} | ||
− | |||
− | |||
− | |||
− | |||
{{Category|Fortress mode}} | {{Category|Fortress mode}} |