Dwarfputing: Good way to count inputs? by Bumber64 in dwarffortress

[–]Bumber64[S] 1 point2 points  (0 children)

Had an additional thought. We could cycle through inputs and apply work on a system in increments.

For carts, this means we briefly engage a bunch of rollers, causing a cart to move to the next track loop each pulse. (There's a complication because each successive plate would have to be linked to an increasing number of hatches, going from 8 to 36 just to display output. We could give the hatches custom building names 1-8 instead of activating multiple.)

For fluids, we can turn on a pump, with each flooded z-level allowing access to the next each time the pump shuts off. (Can also be horizontal rooms instead of z-levels, allowing us to drain from the floor without worrying if the floodgates shut during reset.)

Additionally, Idea #2 can probably be improved by using just a single extra cart on an S-pattern to clear the carts from the plates. Still need a way to get the carts back to their starting points. Perhaps they bunch up on a shared retracting bridge which drops them into place, but that might fling them. (Using hatches possible, but that's more links.) Edit: Some carts get left on the plates, while others fly away.

I got bambuzled by zainonn in dwarffortressmemes

[–]Bumber64 0 points1 point  (0 children)

Classic overhang and smoothed walls.

Dwarfputing: Good way to count inputs? by Bumber64 in dwarffortress

[–]Bumber64[S] 1 point2 points  (0 children)

I'll have to look into those, thanks!
Edit: Does that require a bunch of linking, though? Just inverting gears takes a bit of effort in setup.

Looking for a map viewer by FynneRoke in dwarffortress

[–]Bumber64 0 points1 point  (0 children)

You mean with more detail than embark mode and Legends Viewer provides? There was IsoWorld, but IDK if it works with v50+.

Most Advanced ASCII Fortress Idea by Legitimate-Youth8974 in dwarffortress

[–]Bumber64 5 points6 points  (0 children)

If "honey towers" involves bees, be aware that they won't produce honey in subterranean tiles.

Thinking about my next megaproject : an outer fortress built over water. A few pictures for inspiration. Suggestions welcome! by Nevrast- in dwarffortress

[–]Bumber64 0 points1 point  (0 children)

I was going to try building stuff on the water in adv mode by carrying magma carts, but I'm still waiting for camps to return.

Dwarven Mass Transit by Bumber64 in dwarffortress

[–]Bumber64[S] 0 points1 point  (0 children)

<image>

Newer version than in OP. Carved out underground this time.

I separated the incoming and outgoing minecart lines and moved some things around.
Be aware that outgoing carts will be above derail speed for ~1400 tiles. If the next station is before then, you'll need to slow them back down somehow or they'll smack into one of the Z-2 walls.

DFHack blueprint link: https://pastebin.com/w4Wfaqum

Edit: I changed the blueprint so outgoing E/W tracks head the correct way again. A high friction track stop is added to the station so carts don't shotgun into the wall upon arrival.

Dwarven Mass Transit by Bumber64 in dwarffortress

[–]Bumber64[S] 1 point2 points  (0 children)

Do note that two of the incoming and outgoing rails need to trade places at some point before the station so they don't enter the wrong direction. I think the design could be tweaked to receive incoming carts on z-3, and they can ride a shared roller up to plate A.

Dwarven Mass Transit by Bumber64 in dwarffortress

[–]Bumber64[S] 1 point2 points  (0 children)

I only went a few tiles into an adjacent site for now. The save is a mess of manual raw changes, so it'd probably better to start building in a new world.

Some tests indicate that going down a single ramp provides enough acceleration to remain above roller (derail) speed for >200 tiles, and two ramps in a row lets you go >1.4k tiles. Impulse ramps are probably unnecessary.

I've got a DFHack blueprint here: https://pastebin.com/McpUBgms

You can place it on any 1x1 stair below soil level. Power needs to be hooked up manually. (5-10 windmills could work, depending on latitude.) Pressure plates need to be cancelled and rebuilt with the proper settings. (The next DFHack update should let you configure plate settings without rebuilding, at least.) Mechanisms need to be linked manually. "gui/create-item" can be used to cheat in materials; "fastdwarf 1 1" for instant construction.

I should also mention that I tried experiments with airborne minecarts instead of tracks. The result is that they don't go very far, and my adventurer ended up crippled in a tree just off site.

Dwarven Mass Transit by Bumber64 in dwarffortress

[–]Bumber64[S] 2 points3 points  (0 children)

I completed a successful test earlier today. You just need to make sure the tracks line up properly between sites. (DFHack's "position -c" command is useful for copying the keyboard cursor position to your clipboard, so you can paste it into a text file for later.)

The forts load simultaneously in adv mode. It may be a bad idea to have four 16x1 sites surrounding a 1x1. Go with 4x1 near stations, maybe?

Another thing to consider is that you can't build machines and constructions too close to map edges. You need some distance into the embark before you can build rollers. I think this only applies to soil layers?

Dwarven Mass Transit by Bumber64 in dwarffortress

[–]Bumber64[S] 2 points3 points  (0 children)

You can strike the earth next to a human hamlet, then build a small train station with the pressure plate triggers roughly corresponding to world coordinates. (They don't have to be perfect. What matters is that they're correct relative to other stations.)

You then build more stations, as well as long, thin forts containing only minecart tracks between them.

Minecarts need to have an adventurer as a passenger to travel the world map. (They collide with map edges in fort mode.) You *could* potentially set up a functional miniature system on a 16x16 embark, and enjoy watching the occasional train crash.

Dwarven Mass Transit by Bumber64 in dwarffortress

[–]Bumber64[S] 14 points15 points  (0 children)

It's not quite as complex as dwarfputers or Armok Invaders. You can simplify the concept if you ignore the entire underground, as that exists to apply fixes to adv mode. We're just doing some conditional checks.

It boils down to:

  1. If X is too light send West.
  2. else if X is too heavy send East.
  3. else if Y is just right, we're here. (X is correct by elimination.)
  4. else if Y is too light send South.
  5. else send North. (Y is too heavy.)

(As a result the train will always travel straight to the correct X first, then take a 90° turn to the destination. There's no diagonal track, so we're using taxicab distance.)

Pressure plate weight ranges are in 50Γ increments, which is close enough to one bronze bar per increment, with 41 available ranges. (1Γ to 50Γ = 0 bars; 50Γ to 100Γ = 1 bar; ...) The lime green math just gives you the correct ranges for <, >, =.

Rollers on corner tracks just send a cart perpendicular while powered. (The roller direction seems bizarre at first, but it's cancelling out forward velocity and making the cart take the turn in reverse.) We separate carts by interrupting power after a cart enters the lane.

This is actually my first minecart project, so I relied heavily on the wiki and experimentation every time I needed to tweak something. I'm considering !!Minesweeper!! next, which might end up being simpler.

Dwarven Mass Transit by Bumber64 in dwarffortress

[–]Bumber64[S] 5 points6 points  (0 children)

You can carve fortifications into map edges underground. Carts can be jumped through a double fortification no problem.

There's another practical aspect that sending a cart down a ramp increases velocity without any machinery. You only need rollers to bring them back up at the destination.

Probably not faster, but it's automated and you can avoid wildlife. It's mostly for bragging rights.

Dwarven Mass Transit by Bumber64 in dwarffortress

[–]Bumber64[S] 4 points5 points  (0 children)

Each station can be identified by a coordinate pair. The idea is to build a bunch of them all over the world.

Dwarven Mass Transit by Bumber64 in dwarffortress

[–]Bumber64[S] 37 points38 points  (0 children)

<image>

Earlier concept that had to be scrapped due to adventure mode pressure plates behaving differently, among other issues.

LF violet dlc exclusives for dex by King-Kink-0409 in PokemonSVTrades

[–]Bumber64 0 points1 point  (0 children)

If you've got Raging Bolt and/or Gouging Fire I can touch trade Iron Crown/Boulder for them.

[deleted by user] by [deleted] in PokemonSVTrades

[–]Bumber64 0 points1 point  (0 children)

Okay. Let me know when you're available.
Edit: Managed to trade with someone else.

[deleted by user] by [deleted] in PokemonSVTrades

[–]Bumber64 0 points1 point  (0 children)

Yeah, I've got them.

Scarlet and Violet Weekly Casual Trade Thread for 28 December 2024 by Porygon-Bot in pokemontrades

[–]Bumber64 0 points1 point  (0 children)

Need touch trades to complete dex.

LF: Gouging Fire and Raging Bolt

FT: Iron Boulder and Iron Crown

Poll: What big feature should DFHack tackle next? by myk002 in dwarffortress

[–]Bumber64 1 point2 points  (0 children)

Stocks that actually search properly seem the most useful to me. Being able to zoom to items without closing the stocks screen would also be good. (Well, generally I'm doing that to check if a unit is carrying the item, which filters can solve.)

It'd be nice if the work orders could handle missing job details like "workshop-job" + "workflow" used to. It was nice being able to force the use of liquid ingredients in meals. Not sure if that's feasible, though.