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Editing User:Vasiln/Undump
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Latest revision | Your text | ||
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{{diagram|spaces=yes|\ | {{diagram|spaces=yes|\ | ||
− | + | ╔═╗ | |
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║[#F00]═║ | ║[#F00]═║ | ||
║[#0F0]╬║ | ║[#0F0]╬║ | ||
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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|═|#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. | ||
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You may also find a simple variation useful: | You may also find a simple variation useful: | ||
{{diagram|spaces=yes|\ | {{diagram|spaces=yes|\ | ||
− | + | ╔═╗ | |
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║[#F00]═║ | ║[#F00]═║ | ||
║[#0F0]╬║ | ║[#0F0]╬║ | ||
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║[#FF0]¢║ | ║[#FF0]¢║ | ||
║[#0F0]^║ | ║[#0F0]^║ | ||
− | ══╝[#900] | + | ══╝[#900]═╚══ |
− | [#00F]¢[#00F]^║[#FF0]¢[#FF0]^ | + | [#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.) | ||
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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 |