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Editing User:Vasiln/Undump

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{{diagram|spaces=yes|\
 
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  ╔═╗
  ║[#0FF]+║
 
 
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{{Raw Tile|═|#900|#000}} is a feeder stockpile.  {{Raw Tile|═|#F00|#000}} (both tiles) is a stockpile, with the same settings, set to take from stockpile {{Raw Tile|═|#900|#000}}.  The northern one is referred to here as the "lure tile," whereas the southern one is referred to as the "accessible stockpile tile."  {{Raw Tile|¢|#0F0|#000}} is a hatch over open space, {{Raw Tile|╬|#0F0|#000}} is a retracting bridge over open space, and {{Raw Tile|^|#0F0|#000}} is a citizens-trigger pressure plate linked to both {{Raw Tile|¢|#0F0|#000}} and {{Raw Tile|╬|#0F0|#000}}. {{Raw Tile|+|#0FF|#000}} is a door, typically locked and closed tightly, just in case a dwarf makes it to the lure tile.  They will, every once in a while-- I would estimate that this design needs fixing roughly every two years.  (You can reduce this risk, but it requires instituting a second delay circuit.)
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{{Raw Tile|═|#900|#000}} is a feeder stockpile.  {{Raw Tile|═|#F00|#000}} (both tiles) is a stockpile, with the same settings, set to take from stockpile {{Raw Tile|═|#900|#000}}.  The northern one is referred to here as the "lure tile," whereas the southern one is referred to as the "accessible stockpile tile."  {{Raw Tile|¢|#0F0|#000}} is a hatch over open space, {{Raw Tile|╬|#0F0|#000}} is a retracting bridge over open space, and {{Raw Tile|^|#0F0|#000}} is a citizens-trigger pressure plate linked to both {{Raw Tile|¢|#0F0|#000}} and {{Raw Tile|╬|#0F0|#000}}.
  
 
Dwarves accept stockpiling jobs from the stockpile, but upon reaching the first stockpile square, they find themselves without path to the distant stockpile square, and drop their goods.  This creates a customizable quantum stockpile that preserves existing dump functionality.
 
Dwarves accept stockpiling jobs from the stockpile, but upon reaching the first stockpile square, they find themselves without path to the distant stockpile square, and drop their goods.  This creates a customizable quantum stockpile that preserves existing dump functionality.
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Tested as of 34.02.
 
Tested as of 34.02.
  
===Dropping Undump===
 
 
You may also find a simple variation useful:
 
You may also find a simple variation useful:
  
 
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══╝[#900]═╚═╗
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══╝[#900]═╚══
  [#00F]¢[#00F]^║[#FF0]¢[#FF0]^╚╗
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  [#00F]¢[#00F]^║[#FF0]¢[#FF0]^
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}}
 
}}
  
 
In this version, each of the bottom ^ (which are also all weights, citizens-trigger) are linked to the ¢ immediately to its right.  These ¢ are over open space.  The {{Raw Tile|^|#FF0|#000}} is also linked to the extra hatch-- the {{Raw Tile|¢|#FF0|#000}} where the reachable stockpile square used to be.  (I've color coded these to show what triggers what.)  This keeps dwarves using the undump consistently from west-to-east (in this orientation), and rather than stockpiling the goods, the goods are dropped to the level below (where you might want to have a stockpile set up instead).  This is particularly useful when using physically isolated burrows.  Notice that it's not impossible for something to go wrong-- if another creature moves closely behind, it might get dropped.  I have never observed this to happen, and with proper design, it's unlikely to affect anything other than pets, but it is a theoretical risk.  Note that if this is in an isolated burrow containing only one dwarf, there is no risk.  (It is possible to make a riskless dropping undump, but it is a much more complicated problem, and throughput rates are really really bad.)
 
In this version, each of the bottom ^ (which are also all weights, citizens-trigger) are linked to the ¢ immediately to its right.  These ¢ are over open space.  The {{Raw Tile|^|#FF0|#000}} is also linked to the extra hatch-- the {{Raw Tile|¢|#FF0|#000}} where the reachable stockpile square used to be.  (I've color coded these to show what triggers what.)  This keeps dwarves using the undump consistently from west-to-east (in this orientation), and rather than stockpiling the goods, the goods are dropped to the level below (where you might want to have a stockpile set up instead).  This is particularly useful when using physically isolated burrows.  Notice that it's not impossible for something to go wrong-- if another creature moves closely behind, it might get dropped.  I have never observed this to happen, and with proper design, it's unlikely to affect anything other than pets, but it is a theoretical risk.  Note that if this is in an isolated burrow containing only one dwarf, there is no risk.  (It is possible to make a riskless dropping undump, but it is a much more complicated problem, and throughput rates are really really bad.)
 
The double passageway means that the correct direction to move through the undump is also the shortest path.
 
 
===Latching Dropping Undump===
 
Unfortunately, neither of the previous designs is perfect.  Occasionally, dwarves, for whatever reason, fugue out on the accessible stockpile square, and then, when they have a path, deliver goods to the lure square, requiring degunking the undump.  This irritates me.  So I've designed a latching version.
 
 
 
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╔═╗
 
║[#F00]═║
 
║[#F0F]¢║
 
║[#0F0]¢║
 
║[#FF0]^║
 
═╝[#900]═╚═╗
 
[#F0F]¢║[#0F0]¢[#0F0]^╚╗
 
══╩══ ║
 
    ╔╝
 
═════╝
 
}}
 
 
Here's our undump.
 
 
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╔═[#0F0]☼╦═╗
 
║ [#0F0]%[#0A0]% ║
 
╚═╩╩═╝}}
 
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╔═[#FF0]☼╦═╗
 
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║[#00F]~║
 
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Here's our latch.  By word of explanation, {{Raw Tile|%|#0F0|#000}}{{Raw Tile|%|#0A0|#000}} is a pump that pumps from east to west and {{Raw Tile|%|#AA0|#000}}{{Raw Tile|%|#FF0|#000}} is a pump that pumps from west to east.  Those pumps, and the two gears that power them, {{Raw Tile|☼|#0F0|#000}} and {{Raw Tile|☼|#FF0|#000}}, are separated by floors, to prevent transfer of power, and of course, the system is attached to some power source, which only needs to be able to power one of the pumps.  While there is no dwarf in the system, neither pump should be receiving power, so the two {{Raw Tile|☼|#FFF|#000}} need to be pre-toggled.
 
 
What happens with this design is that the hatch blocking access to the lure tile ''never'' closes until the dwarf has left the system.  The dwarf crosses the undump plate, which activates the latch, moving water on to the pressure plate, which opens the hatch blocking access to the lure tile, and it ''continues'' to keep that hatch open until the dwarf exits the system, which activates the drainage pump, allowing the hatch to close again.  The hatch controlling access to the system also opens with the latch, preventing a dwarf from re-accessing the system until latch has been restored to its base (off) state.
 
 
As with the basic dropping undump, this is not foolproof when multiple creatures are allowed access to the system.  Attempting to access from the wrong side can drop a dwarf, or lead to premature access to the lure tile.  This can be rectified by use of an additional hatch-pressure plate.  Also, creatures closely following a dwarf using the system are at risk of getting dropped.  This can't be fixed.
 
 
This version is probably much more complicated than anybody (except me) wants.  I designed it so that I could have a perfectly functioning eternal silk farm run by a vampire.  So its built around the assumption of a solitary dwarf in a system where reliability is worth complexity.
 
  
 
Original discussion is at http://www.bay12forums.com/smf/index.php?topic=92241.0
 
Original discussion is at http://www.bay12forums.com/smf/index.php?topic=92241.0

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