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 v0.34: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.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
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|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. | ||
Line 74: | Line 74: | ||
'''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==== | ||
Line 109: | Line 109: | ||
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 - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider. | 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 - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider. | ||
− | |||
=== 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. | ||
Line 244: | Line 243: | ||
=== 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." | ||
Line 264: | Line 261: | ||
=== Automated propulsion === | === Automated propulsion === | ||
==== Roller ==== | ==== Roller ==== | ||
− | {{ | + | {{Machine component|name=Roller|key=r |
+ | |construction= | ||
+ | * 1 or more [[Mechanism]]s | ||
+ | * 1 [[Rope]] | ||
+ | |construction_job= | ||
+ | * [[Mechanic|Mechanics]] | ||
+ | |power=Uses 2 power per tile (independent of 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-speed, all traits that can be set at construction time; a roller uses two units of power per tile it is long. |
− | + | Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. | |
− | Rollers | + | 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. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case. |
− | 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 | + | 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 ==== | ==== Impulse ramps ==== | ||
− | Carts can be given momentum without rollers or changing z-level through a phenomenon called "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. |
Example of straight impulse acceleration: | Example of straight impulse acceleration: | ||
Line 284: | Line 288: | ||
▒▒▒▒▒▒▒▒▒▒ | ▒▒▒▒▒▒▒▒▒▒ | ||
═╚╚╚╚╚╚╚╚╚╚═ | ═╚╚╚╚╚╚╚╚╚╚═ | ||
− | |||
═ : 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. | ||
Line 304: | Line 307: | ||
░ : Wall | ░ : Wall | ||
− | ╔,╚,╗,╝ : Track | + | ╔,╚,╗,╝ : Track/Ramp |
▼ : Down Ramp (empty space) | ▼ : Down Ramp (empty space) | ||
}} | }} | ||
− | |||
− | |||
− | |||
=== Controlling traffic === | === Controlling traffic === | ||
Line 315: | Line 315: | ||
==== Switching ==== | ==== Switching ==== | ||
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --> | <!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --> | ||
− | 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. | + | 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. | [[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. | ||
− | A | + | A rudimentary track switch can be constructed by building a T-junction as illustrated below. |
B╥ B╥ | B╥ B╥ | ||
Line 334: | Line 327: | ||
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╥ | ||
Line 346: | Line 339: | ||
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 ==== | ==== Controlling Speed ==== | ||
<!-- 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 | ||
Line 378: | Line 367: | ||
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. | ||
− | |||
− | |||
== Physics == | == Physics == | ||
Line 435: | Line 421: | ||
=== 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 === | ||
Line 446: | Line 432: | ||
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 the cart accumulates distance units, as well as slows down depending on current | + | Every tick the cart accumulates distance units, as well as slows down depending on current title (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 accelerate a cart to roller 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 | + | 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 accelerate a cart to roller 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 it's entry coordinate is "50000-speed+friction". Rollers also affect the speed of minecart from the middle of the previous tile. |
Friction of tiles: | Friction of tiles: | ||
Line 469: | Line 455: | ||
|- | |- | ||
| Upwards ramp | | Upwards ramp | ||
− | | 4910 (10 | + | | 4910 (4900+10) |
|- | |- | ||
| Downwards ramp | | Downwards ramp | ||
− | | -4890 (10 | + | | -4890 (4900-10) |
|- | |- | ||
| Corner track | | Corner track | ||
Line 495: | Line 481: | ||
| 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 | ||
Line 529: | Line 516: | ||
|- | |- | ||
|} | |} | ||
− | |||
− | |||
− | |||
== Adventure mode == | == Adventure mode == | ||
Line 545: | Line 529: | ||
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}}) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
== 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. |
− | |||
*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.{{bug|6056}} | *Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}} | ||
− | *The game will crash after a while if a minecart assigned to a route gets [[Steals items|stolen]] | + | *The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]] or [[trade|traded away]].{{bug|6242}} |
− | + | ||
− | |||
− | |||
− | |||
− | |||
{{Category|Fortress mode}} | {{Category|Fortress mode}} |