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{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}} | {{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}} | ||
− | A '''minecart''' is a [[tool]] used mostly for [[hauling]], introduced in version 0.34.08. It | + | A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It is 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 hauling dwarves, 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]]. Above-ground tracks are possible, but more difficult 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 | + | Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third 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]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts. |
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. | 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. | ||
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== Basic Minecart Usage == | == Basic Minecart Usage == | ||
− | + | The minecarts can be used to swiftly transport both dwarfs and large amount of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need a 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 or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track from 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 stop. This is done with the {{k|h}}auling key. The most basic conditions are how the | + | 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 carts movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stand 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 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. | 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. | ||
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|} | |} | ||
− | 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. Though, the load of a minecart do affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting. |
'''Weights of different carts''' | '''Weights of different carts''' | ||
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! Fully loaded (items) | ! Fully loaded (items) | ||
|- | |- | ||
− | | | + | | glumprong minecart |
− | | | + | | 48Γ |
− | | | + | | 3848Γ (5 pitchblende stones) |
|- | |- | ||
− | | platinum | + | | gold minecart |
+ | | 772Γ | ||
+ | | 10398Γ (gold bars) | ||
+ | |- | ||
+ | | platinum | ||
| 856Γ | | 856Γ | ||
− | | | + | | |
|} | |} | ||
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'''Carved''' | '''Carved''' | ||
− | 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 | + | 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. |
'''Constructed''' | '''Constructed''' | ||
− | 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 | + | 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 larger 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]]), and the only way to create one-way tracks. 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==== | ||
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o : wall | o : wall | ||
− | + | Ramps on their own cannot be used to make turns for tracks, so it is impossible to build a track system that spans Z levels on turning ramps alone; flat sections must always be added for turns. | |
− | + | Example of an "elevator" shaft: | |
− | |||
− | |||
− | |||
− | |||
− | + | z +0 z +1 z +2 z +3 z +4 | |
+ | ░░░░░ ░░░░░ ░░░░░ ░░░░░ ░░░░░ | ||
+ | ░░░░░ ░░▲╗░ ░╔▼░░ ░░▲╗░ ░░░░░ | ||
+ | =▲░░ ░░▼╝░ ░╚▲░░ ░░▼╝░ ░░▼== | ||
+ | ░░░░░ ░░░░░ ░░░░░ ░░░░░ ░░░░░ | ||
+ | |||
+ | |||
+ | ==== Controlling traffic ==== | ||
+ | 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. <!-- How, exactly? --> | ||
+ | |||
+ | [[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track. | ||
− | |||
=== 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. | 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. | ||
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==== Track stop ==== | ==== Track stop ==== | ||
− | + | Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. 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. 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. | |
− | |||
− | |||
− | + | Track 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. | |
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. | 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. | ||
− | |||
− | |||
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}. | Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}. | ||
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===== Stockpile links ===== | ===== Stockpile links ===== | ||
− | By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links | + | By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. |
− | |||
===== Departure condition ===== | ===== Departure condition ===== | ||
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=== Danger === | === Danger === | ||
− | Minecarts are not without | + | Minecarts are not without [[Fun|danger]]. 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. |
− | |||
− | |||
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." | ||
− | Of course, the danger of using minecarts means they can also be [[Trap_design# | + | Of course, the danger of using minecarts means they can also be [[Trap_design#Minecart_launcher|used as weapons]] by imaginative players. |
== Advanced usage and automation == | == Advanced usage and automation == | ||
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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 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 [[# | + | 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 [[#Example|route example]]). 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}} | ||
− | === | + | === Roller === |
− | + | {{Machine component|name=Roller|key=r | |
− | + | |construction= | |
+ | * 1 or more [[Mechanism]]s | ||
+ | * 1 [[Rope]] | ||
+ | |construction_job= | ||
+ | * [[Mechanic|Mechanics]] | ||
+ | |power=Uses 1 to 2 power per tile (depending on speed). | ||
+ | }} | ||
− | A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], | + | A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long. |
− | + | Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps). For that matter, rollers themselves transfer power along their sides but not from their front or back (the edges on the track) - the opposite of how horizontal [[axle]]s work. Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s. | |
+ | The effects of floorless rollers on carts are not yet documented. | ||
− | + | Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all — this allows a one-way track to be used in both directions. In addition, rollers do not affect minecarts when disengaged: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths. | |
− | + | Rollers cannot be powered from above. | |
− | + | === Impulse ramps === | |
− | + | Carts can be given momentum without rollers or changing z-level through a phenomenon called "impulse ramps". If a cart derails onto an upward ramp, the ramp accelerates the cart as though it was dropping a z-level, even if the cart doesn't actually change z-level at all. | |
− | |||
− | Carts can be given momentum without rollers or changing z-level through a phenomenon called "impulse ramps". | ||
Example of straight impulse acceleration: | Example of straight impulse acceleration: | ||
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▒▒▒▒▒▒▒▒▒▒ | ▒▒▒▒▒▒▒▒▒▒ | ||
═╚╚╚╚╚╚╚╚╚╚═ | ═╚╚╚╚╚╚╚╚╚╚═ | ||
− | |||
═ : Normal track | ═ : Normal track | ||
− | ╚ : Track | + | ╔,╚,╗,╝ : N/E Track/Ramp |
}} | }} | ||
− | If a cart enters from the left, it will speed up on | + | If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. |
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So 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. | The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So 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. | ||
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░ : Wall | ░ : Wall | ||
− | ╔,╚,╗,╝ : Track | + | ╔,╚,╗,╝ : Track/Ramp |
▼ : Down Ramp (empty space) | ▼ : Down Ramp (empty space) | ||
}} | }} | ||
− | + | === Switching === | |
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− | A | + | A rudimentary track switch can be constructed by building a T-junction as illustrated below. |
B╥ B╥ | B╥ B╥ | ||
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A╞════╚════╡C A╞════R════╡C | A╞════╚════╡C A╞════R════╡C | ||
− | The 'R' is | + | The 'R' is roller pushing from East to West. |
− | If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C' | + | If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. |
− | This switch | + | This switch has a disadvantage - it requires power. An alternative non-powered solution uses controlled derailment, or a connecting bridge. |
B╥ | B╥ | ||
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Here the track between A and C is not continuous. The only continuous track is A->B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates). | Here the track between A and C is not continuous. The only continuous track is A->B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates). | ||
− | + | If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C. | |
− | |||
− | If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C. | ||
B╥ | B╥ | ||
║ | ║ | ||
║ | ║ | ||
A╞════bbb════╡C | A╞════bbb════╡C | ||
− | The bridge must overlap the corner | + | The bridge must overlap the corner so that it acts as if a T junction track when extended. When retracted, the corner reappears, so the slower carts will continue to B. |
− | + | === Controlling Speed === | |
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<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --> | <!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --> | ||
− | Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 | + | Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked: |
− | Will derail at > 0.5 | + | Will derail at > 0.5 m/s: |
in ═╗-> | in ═╗-> | ||
out | out | ||
− | Will not derail at > 0.5 | + | Will not derail at > 0.5 m/s: |
in ═╗O | in ═╗O | ||
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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: | ||
− | OOOO | + | OOOO |
− | in ═╔═╗O | + | in ═╔═╗O |
− | out ═╬═╝O | + | out ═╬═╝O |
− | + | O╚S╝O | |
− | OOOOO | + | OOOOO |
− | |||
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected. | O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected. | ||
=== Loading liquids === | === Loading liquids === | ||
− | [[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly | + | [[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ. |
== Quirks == | == Quirks == | ||
− | This little quirk concerns dwarf | + | This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs. |
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option. | In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option. | ||
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. | ||
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== Physics == | == Physics == | ||
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=== Track Jumping === | === Track Jumping === | ||
− | If a minecart encounters the end of the track or a T junction | + | If a minecart encounters the end of the track or a T junction where it can not continue straight it may jump off of the track if it is going fast enough. The minecart will now continue in a straight line until in encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track. An escaped minecart will follow another track even if it is a corner. |
=== Falling === | === Falling === | ||
− | When falling, a minecart appears to cause no damage upon collision, possibly to allow cart "stacking" across Z-levels. | + | When falling, a minecart appears to cause no damage upon collision, possibly to allow cart "stacking" across Z-levels. [http://www.bay12games.com/dwarves/#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. |
=== Stacking === | === 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. | 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. | ||
− | 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 can be somewhat | + | 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 can be somewhat dangerous, however. |
=== Numbers behind the scene === | === Numbers behind the scene === | ||
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According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]: | According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]: | ||
− | 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. | + | 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. The maximum speed is 270,000. You can hit it exactly by going down enough ramps. |
− | Every tick | + | Every tick accumulate distance units, as well as slows down depending on current title (speed is reduced by "friction" of the tile). Once cart accumulates 100000 distance units, it moves to the next tile (or several tiles in case of great speed). |
− | + | When cart is pushed, it will start in the middle of the next tile (so it takes only half of 100.000 to get past it), with the speed of 20000-10 = 19990. | |
Friction of tiles: | Friction of tiles: | ||
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| 200 | | 200 | ||
|- | |- | ||
− | | | + | | Unsable ramp |
| 10 | | 10 | ||
|- | |- | ||
| Upwards ramp | | Upwards ramp | ||
− | | 4910 (10 | + | | 4910 (4900+10) |
|- | |- | ||
| Downwards ramp | | Downwards ramp | ||
− | | -4890 (10 | + | | -4890 (4900-10) |
|- | |- | ||
| Corner track | | Corner track | ||
| 10 | | 10 | ||
− | | | + | | When derailing add 1000 |
|- | |- | ||
| Track stop (highest) | | Track stop (highest) | ||
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| Water | | Water | ||
| Additional (WaterLevel - 1) * 100 | | Additional (WaterLevel - 1) * 100 | ||
− | + | | [[#Skipping|See Skipping]] | |
|- | |- | ||
| Magma | | Magma | ||
| Additional (WaterLevel - 1) * 500 | | Additional (WaterLevel - 1) * 500 | ||
+ | | [[#Skipping|See Skipping]] | ||
|- | |- | ||
| Empty space | | Empty space | ||
| 0 | | 0 | ||
|} | |} | ||
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== Adventure mode == | == Adventure mode == | ||
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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}}) | ||
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== Bugs == | == Bugs == | ||
− | *A dwarf will drop | + | *A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden. |
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*Tracks block wagon access to trade depots.{{bug|6040}} | *Tracks block wagon access to trade depots.{{bug|6040}} | ||
− | ** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons) | + | ** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons) |
− | *Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door | + | *Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door{{bug|6056}} |
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{{Category|Fortress mode}} | {{Category|Fortress mode}} |