Miasma-safe indoor refuse stockpile
▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒===▒▒▒▒ The double doors with no room inbetween act as a very
▒▒▒▒===╫╫.. tight airlock of sorts. It is very unlikely for any
▒▒▒▒===▒▒▒▒ miasma to escape (from a dwarf's POV).
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Ideas to try[edit]
Thanks to Savok for his unified map key (found here) and the input for flytrap and pong.
Bridge flytrap
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
to ng ↓╡╞bridge raising ↓╡╞bridge raising ↓╡╞br to
wilder- ng ↑╡╞bridge raising ↑╡╞bridge raising ↑╡╞br fortress
ness ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
Activated by a lever inside the control room, which shall be
staffed by three novice mechanics. All of them shall have nothing
to do but to pull levers quickly when the time comes.
to ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
wilder- ..............^.╔bridge raising ← ╗ to
ness ..............^.╚═════════════════╝ fortress
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
^ = pressure plate, not trap
- Savok: I don't think that Pong will work (timing of p-plates isn't good at all)
Easy pathing fortress layout (not to scale)
Top level
Trade Depot and main stairs entrance (walls/fortifications omitted).
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....................DDDDD...................
....................DDDDD...................
....................DDDDD...................
....................DDDDD...................
....................DDDDD...................
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.....................>>>....................
.....................>>>....................
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Following levels
Distance between stairs is [Shift+Cursor], so 11 spaces
relative to center of central stairway
.>...>...>...>...>...>...>...>...>...>...
.........................................
.........................................
.........................................
.>...>...>...>...>...>...>...>...>...>...
.........................................
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....................XXX..................
.>...>...>...>...>..XXX..>...>...>...>...
....................XXX..................
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Below this level, replace down stairs with up/down stairs.
Residential buildings fitting for the resulting space blocks (to scale)
.>.........>.
..▒▒▒▒▒▒▒▒▒..
..╫bhf▒fhb╫..
..▒▒▒▒▒▒▒▒▒..
..╫bhf▒fhb╫..
..▒▒▒▒▒▒▒▒▒.. bhf being bed, chest, cabinet
..╫bhf▒fhb╫..
..▒▒▒▒▒▒▒▒▒..
..╫bhf▒fhb╫..
..▒▒▒▒▒▒▒▒▒..
.>.........>.
Since Toady seems to use a volumetric instead of a planar approach* to distance calculation/pathing for jobs, this makes access to all areas for the dwarves very easy and lowers the amount of collision detection for entities. On my machine this enables me to play with a headcount of over 150 (where 100 was my previous maximum for personal endurable game speed).
(*) Volumetric means changing the z-level up or down by one is always a distance of 1 - regardless of the distance to the nearest stairway. This leads to "weird" behavior like dwarves ignoring nearby resources since the same resource is directly below the destination, one Z-level and hundreds of steps to the next stairway away.