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DF2014 Talk:Minecart

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Track stops

Since this has needed scrubbing three times already:

In the game as is, track stops can only be edited at build time. Once the order has been placed, the player can no longer directly see or change the parameters. To change the settings of a track stop, you have to deconstruct it and re-build it with the desired settings. I've verified this as behaviour of unmodded DF 40.24.

There's apparently a DFHack command that allows editing existing track stops. This is not standard functionality and should be mentioned as DFHack-specific, if at all.--Larix (talk) 13:48, 28 February 2015 (UTC)

Physics, "numbers behind the scenes"

Since dwarven pushes demonstrably 'port carts to the middle of the next tile, and the checkpoint effect to the very end of them, i'm reasonably certain that the various "middle of the previous/current/next tile" effects mentioned are simple misinterpretations of the game's data dumps:

I suspect that in the data dumps cited in the thread about the minecart speed spreadsheet, an exact-number tile location of, say "120" is not the "start" but the middle of a tile, and the sub-locations that are actually part of the tile are those which "round" to 120, i.e. those from 119,50001 to 120,5. I find this much more intuitive than talking about how ramps/holes/rollers affect carts from the "middle of the previous tile", when a closer inspection would show that the carts are actually displayed in the relevant feature's tile at that point. Since this is really a question of interpretation of programme-internal data which are invisible in the game proper, i've taken the liberty to only mention the observable effects.--Larix (talk) 20:15, 9 October 2015 (UTC)