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		<id>https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=210253</id>
		<title>Utilities</title>
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		<updated>2014-08-27T08:36:15Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Lazy Newb Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Masterwork|13:28, 28 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Utilities''' are third party applications useful for Dwarf Fortress players and modders, and this page serves as a list of them. Dwarf Fortress is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and player alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[DF2012:Graphics set repository|graphics set repositories]] have been given their own, separate page. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. To avoid namespace clutter websites ''are'' considered utilities, though they really aren't, and have been included.&lt;br /&gt;
&lt;br /&gt;
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection of the Bay12 forums] is devoted to such third party programs, and contains development threads for most of them.&lt;br /&gt;
&lt;br /&gt;
The [[Utilities#Lazy Newb Pack|Lazy Newb Pack]] is an effort to make Dwarf Fortress more accessible for new players by bundling and configuring utilities, graphics and tilesets, and extras such as reference material or more intuitive controls.  &lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===[http://dffd.wimbli.com/file.php?id=5663 Manila Launcher] ===&lt;br /&gt;
A Java interface that allows easy option toggling, update and devlog checking, and tileset, mod and color scheme switching.&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] ===&lt;br /&gt;
A commonly-used software bundle with a nice launcher. Allows to start playing DF really quickly on a new machine - no need to download and integrate [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc. - or even know what you need to get.  The newer packs also include many third-party fixes for common bugs, which work automatically, and a large number of significant user interface improvements.  The launcher makes changing settings or graphics options much easier (press button, instead of editing files) and can even remember to launch selected utilities whenever you open a game of Dwarf Fortress.  See the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] page for more information, or the forum thread for your platform. &lt;br /&gt;
&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] (OS X)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=130792  Lazy Newb Pack Installer for Linux], abandoned&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140808.0 PyLNP] ===&lt;br /&gt;
A cross-platform LNP port, written in Python.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
Stonesense is a third party visualizer, implemented as a [[Utility:DFHack|DFHack]] plugin, that lets you view your fortress in a classic isometric perspective. It runs alongside Dwarf Fortress, and can follow the main game's view, updating in real time. It is included in DFHack, and can be opened by typing &amp;lt;code&amp;gt;stonesense&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ssense&amp;lt;/code&amp;gt; into the console window.  &lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=63484 Fortress Overseer] ===&lt;br /&gt;
Fortress Overseer is the only 3D visualizer supporting v0.31. It has been completely rewritten and is currently updated to support v0.34.11 and v0.31.25. Overseer works indirectly, by using [[Utility:DFHack|DFHack]]'s &amp;lt;code&amp;gt;mapexport&amp;lt;/code&amp;gt; to export a file which can then be rendered in 3D.  DirectX 9 must be installed, though this requirement is not documented.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld] ===&lt;br /&gt;
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode. It also has a pictographic view which makes finding waterfalls easy.  &lt;br /&gt;
&lt;br /&gt;
Isoworld can link with [[Utility:DFHack|DFHack]] to display a game view at full spatial resolution in wider context, including tracking the game view.  This is particularly useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.  You can look it up on the [http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], or directly download it at [http://df.zweistein.cz/soundsense/ the SoundSense homepage]. Due to it being written in Java, Soundsense is portable to all platforms.&lt;br /&gt;
&lt;br /&gt;
Due to development having slowed down, a [https://github.com/calmhorizons/soundsense fork] was released that most notably disables the broken auto-updater and adds the option to minimize Soundsense to the system tray.&lt;br /&gt;
&lt;br /&gt;
Note that older Soundsense users may have different default seasonal soundtracks, which were removed and replaced in early 2011. These are available [http://www.krauselabs.net/dump/music.zip here].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
===[[Utility:DFHack|DFHack]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:DFHack|DFHack]] is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Releases support versions up through 0.34.11 (as of June 22nd, 2012). Runs on Windows, Linux, and MacOS X.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=139553.0 official forum thread].  Code and binary releases are available from the [https://github.com/DFHack/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
As of June 2014, the current version is r5; however there still may exist some compatiblity issues with plugins and scripts who have not been yet updated to r5 (because of development that has been halted for instance).&lt;br /&gt;
&lt;br /&gt;
Falconne's UI plugins work through DFHack, as do automation tools such as Autolabor, Workflow, Autobutcher, and many others.  &lt;br /&gt;
&lt;br /&gt;
==== DFHack User Interface Plugins ====&lt;br /&gt;
&lt;br /&gt;
===== [http://www.bay12forums.com/smf/index.php?topic=119575.0 Falconne's Plugins] =====&lt;br /&gt;
A collection of DFHack plugins that improve the in-game interface with features such as:&lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.&lt;br /&gt;
&lt;br /&gt;
===== [http://www.bay12forums.com/smf/index.php?topic=124708 Autobutcher GUI] =====&lt;br /&gt;
&lt;br /&gt;
==== Binary patches ====&lt;br /&gt;
Binary patches are utilities made by users to fix known bugs that haven't been addressed by the development team yet. DF2014 is in active development, so there are no binary patches yet.&lt;br /&gt;
&lt;br /&gt;
==== Feature plugins ====&lt;br /&gt;
These plugins add features to the game.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=127116.0 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=128487.0 Rendermax], a plugin that implements a lighting system at the graphics level.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=136155.0 Dwarven Emigration], a plugin that allows unhappy dwarves to emigrate with their families.&lt;br /&gt;
&lt;br /&gt;
==== Interaction plugins ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=135597.0 DFHack scripts designed for use in interactions as &amp;quot;spells&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous plugins ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=135506.0 DFHack script collection]&lt;br /&gt;
&lt;br /&gt;
==Dwarf Therapist==&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=122968 Dwarf Therapist]===&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), sort dwarves by various criteria (e.g. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. This version contains the &amp;quot;labor optimizer&amp;quot; semi-automatic labor management system. &lt;br /&gt;
&lt;br /&gt;
Splinterz' fork of Dwarf Therapist is the currently updated version, and available for Windows, Mac and GNU + Linux.  Besides the Bay12 forum thread, there's more information on the [https://github.com/splintermind/Dwarf-Therapist GitHub project page].&lt;br /&gt;
&lt;br /&gt;
The current version of Dwarf Therapist is http://dffd.wimbli.com/file.php?id=9040&lt;br /&gt;
Someone fix that link plz i am not good at computer&lt;br /&gt;
&lt;br /&gt;
====[[Dwarf Therapist Addons Repository]]====&lt;br /&gt;
&lt;br /&gt;
A collection of customizations for Dwarf Therapist submitted by the community.&lt;br /&gt;
&lt;br /&gt;
Addons include:&lt;br /&gt;
&lt;br /&gt;
* custom professions&lt;br /&gt;
* custom roles&lt;br /&gt;
* optimization plans&lt;br /&gt;
* filter scripts&lt;br /&gt;
* new grid views&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.  DF Designator uses 'typewriter style' playback, and is thus very slow for large projects.  &lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is a utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Recent versions of Quickfort work by converting the blueprint into a native macro for Dwarf Fortress, then executing the macro.  This allows for enormously faster playback compared to early versions or DF Designator.  &lt;br /&gt;
&lt;br /&gt;
====[https://www.mediafire.com/folder/u38qsqr1bq6wu/Community_Quickfort_Blueprints_v2 Quickfort Community Blueprints]====&lt;br /&gt;
&lt;br /&gt;
A large collection of blueprints, published to remove the last hint of hassle in creating a fortress.  You can download the lot without a paid account [http://www.mediafire.com/download/n6im1ok6z02n8nc/Community_Quickfort_Blueprints_v2.zip here].&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=55025 ChromaFort]===&lt;br /&gt;
Chromafort is a tool designed to complement [[Utilities#Quickfort|Quickfort]], by converting images into quickfort-compatible .csv files.  It works with 24-bit bitmap (.bmp) files.  There are a number of known issues that can affect any image that is not square, and the size must be an exponent of two (8, 16, 32, 64...); other images may show nonexistent colours and/or come out highly distorted.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=138590 Picturefort]===&lt;br /&gt;
Picturefort is an attempt to make &amp;quot;Chromafort, but ''better''&amp;quot; - it performs the same function of converting an image to a [[Utilities#Quickfort|Quickfort]]-compatible .csv file.  Unlike Chromafort, Picturefort can handle a large number of image formats (though .bmp or .png are recommended); images can be of any shape and within reason size; and while as of May 2014 it is only available on Windows there are plans for a Linux version.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140853.0 Rubble]===&lt;br /&gt;
&lt;br /&gt;
A useful plugin-based modding tool that generates raws and supports easy installation of reactions, tilesets, macros, modding fixes and DFHack scripts. It is a fork of the now abandoned [http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]. Binaries are available for Linux 32-bits, OS X 32-bits and Windows 64-bits, as well as the source (written in Go with building instructions). As of 4.0, a GUI is available for Windows.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
A tree-based raw files browser, editor and manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140645.0 Dwarf Fortress real-life material helper] ===&lt;br /&gt;
A python script that generates raws based on custom real-life material values.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140688.0 Roses' Random Creature Script] ===&lt;br /&gt;
A python script that generates random creature raws.&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===&lt;br /&gt;
Requires an additional (tiny) download to be functional for current versions (40.#): [http://dffd.wimbli.com/file.php?id=8756 WorldGen.xml] .  Easy access to world settings for quick modification to allow highly customized world generation far easier and faster than DF's ingame advanced map maker.  [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://pastebin.com/jdVKPzpt Fortress World Generator] ===&lt;br /&gt;
A bash script for automating world generation of large numbers of worlds on GNU/Linux.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===&lt;br /&gt;
A photoshop action script which turns legends mode exported maps into a much prettier fantasy map.  There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].&lt;br /&gt;
&lt;br /&gt;
==Legends tools==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702 Legends Viewer] ===&lt;br /&gt;
Legends Viewer loads up the legends you can export in a much more usable format than the legends mode of DF itself.  Legends viewer can open pages in new tabs, filter information on a wide range of criteria, and displays information on the map as well. Binaries are only available for Windows, as well as the source (written in C#).&lt;br /&gt;
&lt;br /&gt;
It takes four files as input:  the legends xml file, the sites and pops text, world history text, and a map image.  It can load these separately, but it is recommended to load them as a single compressed archive (folder) - the xml can be multiple GB uncompressed for long histories, and reduce to less than 5% of its size.  &lt;br /&gt;
&lt;br /&gt;
If you have played a fortress and then exported legends, you may get an error about unreadable HEX characters.  This is caused by Workflow, which saves it's settings as unreadable historical figures.  There are several ways to fix this: &lt;br /&gt;
* Clear the workflow settings in fortress mode before exporting legends&lt;br /&gt;
* Edit the xml by hand, [http://www.bay12forums.com/smf/index.php?topic=72702.msg4629392#msg4629392 as described here] (any platform)&lt;br /&gt;
* Use the [http://www.bay12forums.com/smf/index.php?topic=131307 Legends Processing script] (windows only), which fixes the xml and also creates a compressed folder as described above&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=128932.0 World Viewer] ===&lt;br /&gt;
An alternative to Legends Viewer that most specifically features a timeline of historical events. Binaries are only available for Windows, as well as the source (written in C#).&lt;br /&gt;
&lt;br /&gt;
== Remote playing tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Dfterm3|dfterm]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:Dfterm3|Dfterm3]] is a remote Dwarf Fortress playing software for multiple users through a web interface. DFterm3 enables play through a web interface, and games can also be viewed on modern - or even played if a bluetooth keyboard is attached.  The web interface should work with Chrome or Firefox browsers, and there are known problems using Internet Explorer. DFTerm3 functions via a DFHack plugin, and is thus dependent on each version of DFHack.&lt;br /&gt;
&lt;br /&gt;
It is a successor to [[Utility:dfterm2|dfterm2]], which functions similarly using telnet instead of a web browser.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139167.0 Webfort] ===&lt;br /&gt;
&lt;br /&gt;
A newer alternative to dfterm3 that functions similarly, but players must wait in a queue before assuming control for a given period of time. It also functions via a DFHack plugin. Binaries are available for Windows, as well as the source (written in C++).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140892.0 DorfServer] ===&lt;br /&gt;
A remote SSH-based Dwarf Fortress host software.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139975.0 DFEverywhere] ===&lt;br /&gt;
&lt;br /&gt;
The latest remote browser-based playing software.&lt;br /&gt;
&lt;br /&gt;
==Language tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=47332.0 DFLang]===&lt;br /&gt;
A language creating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=136098.0 Toadese Language Utility]===&lt;br /&gt;
A language editing and translating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140432.0 DFlangOpt]===&lt;br /&gt;
A little tool meant to prevent redundancy when importing or updating language files.&lt;br /&gt;
&lt;br /&gt;
===[http://dffd.wimbli.com/file.php?id=8288 Python language extraction and injection script]===&lt;br /&gt;
This simple script will extract words from language files and put them a word per line, for easy automatic translation or treatment. It can also read that list and put the translated words back in their place.&lt;br /&gt;
&lt;br /&gt;
==Announcement tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130590 DFMon] ===&lt;br /&gt;
&lt;br /&gt;
An announcement monitoring/filtering program, useful to hide some types of job cancellation spam or other more advanced filtering. Note that you can set the game to announce no job cancellations ''without'' any utilities or mods from the {{k|o}}rders menu, with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130030 DF Announcement Filter]===&lt;br /&gt;
&lt;br /&gt;
An alternative to DFMon written in Java (and thus portable to Linux and OS X).&lt;br /&gt;
&lt;br /&gt;
==Filesharing websites==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===&lt;br /&gt;
{{main|Utility:Dwarf Fortress Map Archive}}&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and videos and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://shadowlord13.googlepages.com/dfmap-index.html DF Map Compressor] ===&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=132153.0 DwarfFamily]===&lt;br /&gt;
A tool that lets you import your legends XML file and converts all dwarf entries to a .GED file, which you can use in Family Tree programs like MyHeritage to display a family tree for the dwarfs.&lt;br /&gt;
&lt;br /&gt;
===[https://www.dropbox.com/s/dea50wrs557w283/kobold.py Kobold name generator]===&lt;br /&gt;
A python script that generates random names in the way of kobold utterances&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=717.0 CMVPlayer] === &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=210252</id>
		<title>Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=210252"/>
		<updated>2014-08-27T08:35:35Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Binary patches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Masterwork|13:28, 28 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Utilities''' are third party applications useful for Dwarf Fortress players and modders, and this page serves as a list of them. Dwarf Fortress is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and player alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[DF2012:Graphics set repository|graphics set repositories]] have been given their own, separate page. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. To avoid namespace clutter websites ''are'' considered utilities, though they really aren't, and have been included.&lt;br /&gt;
&lt;br /&gt;
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection of the Bay12 forums] is devoted to such third party programs, and contains development threads for most of them.&lt;br /&gt;
&lt;br /&gt;
The [[Utilities#Lazy Newb Pack|Lazy Newb Pack]] is an effort to make Dwarf Fortress more accessible for new players by bundling and configuring utilities, graphics and tilesets, and extras such as reference material or more intuitive controls.  &lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===[http://dffd.wimbli.com/file.php?id=5663 Manila Launcher] ===&lt;br /&gt;
A Java interface that allows easy option toggling, update and devlog checking, and tileset, mod and color scheme switching.&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] ===&lt;br /&gt;
A commonly-used software bundle with a nice launcher. Allows to start playing DF really quickly on a new machine - no need to download and integrate [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc. - or even know what you need to get.  The newer packs also include many third-party fixes for common bugs, which work automatically, and a large number of significant user interface improvements.  The launcher makes changing settings or graphics options much easier (press button, instead of editing files) and can even remember to launch selected utilities whenever you open a game of Dwarf Fortress.  See the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] page for more information, or the forum thread for your platform. &lt;br /&gt;
&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack ReBorn] (OS X)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=130792  Lazy Newb Pack Installer for Linux], abandoned&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140808.0 PyLNP] ===&lt;br /&gt;
A cross-platform LNP port, written in Python.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
Stonesense is a third party visualizer, implemented as a [[Utility:DFHack|DFHack]] plugin, that lets you view your fortress in a classic isometric perspective. It runs alongside Dwarf Fortress, and can follow the main game's view, updating in real time. It is included in DFHack, and can be opened by typing &amp;lt;code&amp;gt;stonesense&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ssense&amp;lt;/code&amp;gt; into the console window.  &lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=63484 Fortress Overseer] ===&lt;br /&gt;
Fortress Overseer is the only 3D visualizer supporting v0.31. It has been completely rewritten and is currently updated to support v0.34.11 and v0.31.25. Overseer works indirectly, by using [[Utility:DFHack|DFHack]]'s &amp;lt;code&amp;gt;mapexport&amp;lt;/code&amp;gt; to export a file which can then be rendered in 3D.  DirectX 9 must be installed, though this requirement is not documented.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld] ===&lt;br /&gt;
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode. It also has a pictographic view which makes finding waterfalls easy.  &lt;br /&gt;
&lt;br /&gt;
Isoworld can link with [[Utility:DFHack|DFHack]] to display a game view at full spatial resolution in wider context, including tracking the game view.  This is particularly useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.  You can look it up on the [http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], or directly download it at [http://df.zweistein.cz/soundsense/ the SoundSense homepage]. Due to it being written in Java, Soundsense is portable to all platforms.&lt;br /&gt;
&lt;br /&gt;
Due to development having slowed down, a [https://github.com/calmhorizons/soundsense fork] was released that most notably disables the broken auto-updater and adds the option to minimize Soundsense to the system tray.&lt;br /&gt;
&lt;br /&gt;
Note that older Soundsense users may have different default seasonal soundtracks, which were removed and replaced in early 2011. These are available [http://www.krauselabs.net/dump/music.zip here].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
===[[Utility:DFHack|DFHack]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:DFHack|DFHack]] is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Releases support versions up through 0.34.11 (as of June 22nd, 2012). Runs on Windows, Linux, and MacOS X.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=139553.0 official forum thread].  Code and binary releases are available from the [https://github.com/DFHack/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
As of June 2014, the current version is r5; however there still may exist some compatiblity issues with plugins and scripts who have not been yet updated to r5 (because of development that has been halted for instance).&lt;br /&gt;
&lt;br /&gt;
Falconne's UI plugins work through DFHack, as do automation tools such as Autolabor, Workflow, Autobutcher, and many others.  &lt;br /&gt;
&lt;br /&gt;
==== DFHack User Interface Plugins ====&lt;br /&gt;
&lt;br /&gt;
===== [http://www.bay12forums.com/smf/index.php?topic=119575.0 Falconne's Plugins] =====&lt;br /&gt;
A collection of DFHack plugins that improve the in-game interface with features such as:&lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.&lt;br /&gt;
&lt;br /&gt;
===== [http://www.bay12forums.com/smf/index.php?topic=124708 Autobutcher GUI] =====&lt;br /&gt;
&lt;br /&gt;
==== Binary patches ====&lt;br /&gt;
Binary patches are utilities made by users to fix known bugs that haven't been addressed by the development team yet. DF2014 is in active development, so there are no binary patches yet.&lt;br /&gt;
&lt;br /&gt;
==== Feature plugins ====&lt;br /&gt;
These plugins add features to the game.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=127116.0 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=128487.0 Rendermax], a plugin that implements a lighting system at the graphics level.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=136155.0 Dwarven Emigration], a plugin that allows unhappy dwarves to emigrate with their families.&lt;br /&gt;
&lt;br /&gt;
==== Interaction plugins ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=135597.0 DFHack scripts designed for use in interactions as &amp;quot;spells&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous plugins ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=135506.0 DFHack script collection]&lt;br /&gt;
&lt;br /&gt;
==Dwarf Therapist==&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=122968 Dwarf Therapist]===&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), sort dwarves by various criteria (e.g. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. This version contains the &amp;quot;labor optimizer&amp;quot; semi-automatic labor management system. &lt;br /&gt;
&lt;br /&gt;
Splinterz' fork of Dwarf Therapist is the currently updated version, and available for Windows, Mac and GNU + Linux.  Besides the Bay12 forum thread, there's more information on the [https://github.com/splintermind/Dwarf-Therapist GitHub project page].&lt;br /&gt;
&lt;br /&gt;
The current version of Dwarf Therapist is http://dffd.wimbli.com/file.php?id=9040&lt;br /&gt;
Someone fix that link plz i am not good at computer&lt;br /&gt;
&lt;br /&gt;
====[[Dwarf Therapist Addons Repository]]====&lt;br /&gt;
&lt;br /&gt;
A collection of customizations for Dwarf Therapist submitted by the community.&lt;br /&gt;
&lt;br /&gt;
Addons include:&lt;br /&gt;
&lt;br /&gt;
* custom professions&lt;br /&gt;
* custom roles&lt;br /&gt;
* optimization plans&lt;br /&gt;
* filter scripts&lt;br /&gt;
* new grid views&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.  DF Designator uses 'typewriter style' playback, and is thus very slow for large projects.  &lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is a utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Recent versions of Quickfort work by converting the blueprint into a native macro for Dwarf Fortress, then executing the macro.  This allows for enormously faster playback compared to early versions or DF Designator.  &lt;br /&gt;
&lt;br /&gt;
====[https://www.mediafire.com/folder/u38qsqr1bq6wu/Community_Quickfort_Blueprints_v2 Quickfort Community Blueprints]====&lt;br /&gt;
&lt;br /&gt;
A large collection of blueprints, published to remove the last hint of hassle in creating a fortress.  You can download the lot without a paid account [http://www.mediafire.com/download/n6im1ok6z02n8nc/Community_Quickfort_Blueprints_v2.zip here].&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=55025 ChromaFort]===&lt;br /&gt;
Chromafort is a tool designed to complement [[Utilities#Quickfort|Quickfort]], by converting images into quickfort-compatible .csv files.  It works with 24-bit bitmap (.bmp) files.  There are a number of known issues that can affect any image that is not square, and the size must be an exponent of two (8, 16, 32, 64...); other images may show nonexistent colours and/or come out highly distorted.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=138590 Picturefort]===&lt;br /&gt;
Picturefort is an attempt to make &amp;quot;Chromafort, but ''better''&amp;quot; - it performs the same function of converting an image to a [[Utilities#Quickfort|Quickfort]]-compatible .csv file.  Unlike Chromafort, Picturefort can handle a large number of image formats (though .bmp or .png are recommended); images can be of any shape and within reason size; and while as of May 2014 it is only available on Windows there are plans for a Linux version.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140853.0 Rubble]===&lt;br /&gt;
&lt;br /&gt;
A useful plugin-based modding tool that generates raws and supports easy installation of reactions, tilesets, macros, modding fixes and DFHack scripts. It is a fork of the now abandoned [http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]. Binaries are available for Linux 32-bits, OS X 32-bits and Windows 64-bits, as well as the source (written in Go with building instructions). As of 4.0, a GUI is available for Windows.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
A tree-based raw files browser, editor and manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140645.0 Dwarf Fortress real-life material helper] ===&lt;br /&gt;
A python script that generates raws based on custom real-life material values.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140688.0 Roses' Random Creature Script] ===&lt;br /&gt;
A python script that generates random creature raws.&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===&lt;br /&gt;
Requires an additional (tiny) download to be functional for current versions (40.#): [http://dffd.wimbli.com/file.php?id=8756 WorldGen.xml] .  Easy access to world settings for quick modification to allow highly customized world generation far easier and faster than DF's ingame advanced map maker.  [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://pastebin.com/jdVKPzpt Fortress World Generator] ===&lt;br /&gt;
A bash script for automating world generation of large numbers of worlds on GNU/Linux.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===&lt;br /&gt;
A photoshop action script which turns legends mode exported maps into a much prettier fantasy map.  There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].&lt;br /&gt;
&lt;br /&gt;
==Legends tools==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702 Legends Viewer] ===&lt;br /&gt;
Legends Viewer loads up the legends you can export in a much more usable format than the legends mode of DF itself.  Legends viewer can open pages in new tabs, filter information on a wide range of criteria, and displays information on the map as well. Binaries are only available for Windows, as well as the source (written in C#).&lt;br /&gt;
&lt;br /&gt;
It takes four files as input:  the legends xml file, the sites and pops text, world history text, and a map image.  It can load these separately, but it is recommended to load them as a single compressed archive (folder) - the xml can be multiple GB uncompressed for long histories, and reduce to less than 5% of its size.  &lt;br /&gt;
&lt;br /&gt;
If you have played a fortress and then exported legends, you may get an error about unreadable HEX characters.  This is caused by Workflow, which saves it's settings as unreadable historical figures.  There are several ways to fix this: &lt;br /&gt;
* Clear the workflow settings in fortress mode before exporting legends&lt;br /&gt;
* Edit the xml by hand, [http://www.bay12forums.com/smf/index.php?topic=72702.msg4629392#msg4629392 as described here] (any platform)&lt;br /&gt;
* Use the [http://www.bay12forums.com/smf/index.php?topic=131307 Legends Processing script] (windows only), which fixes the xml and also creates a compressed folder as described above&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=128932.0 World Viewer] ===&lt;br /&gt;
An alternative to Legends Viewer that most specifically features a timeline of historical events. Binaries are only available for Windows, as well as the source (written in C#).&lt;br /&gt;
&lt;br /&gt;
== Remote playing tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Dfterm3|dfterm]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:Dfterm3|Dfterm3]] is a remote Dwarf Fortress playing software for multiple users through a web interface. DFterm3 enables play through a web interface, and games can also be viewed on modern - or even played if a bluetooth keyboard is attached.  The web interface should work with Chrome or Firefox browsers, and there are known problems using Internet Explorer. DFTerm3 functions via a DFHack plugin, and is thus dependent on each version of DFHack.&lt;br /&gt;
&lt;br /&gt;
It is a successor to [[Utility:dfterm2|dfterm2]], which functions similarly using telnet instead of a web browser.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139167.0 Webfort] ===&lt;br /&gt;
&lt;br /&gt;
A newer alternative to dfterm3 that functions similarly, but players must wait in a queue before assuming control for a given period of time. It also functions via a DFHack plugin. Binaries are available for Windows, as well as the source (written in C++).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140892.0 DorfServer] ===&lt;br /&gt;
A remote SSH-based Dwarf Fortress host software.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139975.0 DFEverywhere] ===&lt;br /&gt;
&lt;br /&gt;
The latest remote browser-based playing software.&lt;br /&gt;
&lt;br /&gt;
==Language tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=47332.0 DFLang]===&lt;br /&gt;
A language creating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=136098.0 Toadese Language Utility]===&lt;br /&gt;
A language editing and translating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140432.0 DFlangOpt]===&lt;br /&gt;
A little tool meant to prevent redundancy when importing or updating language files.&lt;br /&gt;
&lt;br /&gt;
===[http://dffd.wimbli.com/file.php?id=8288 Python language extraction and injection script]===&lt;br /&gt;
This simple script will extract words from language files and put them a word per line, for easy automatic translation or treatment. It can also read that list and put the translated words back in their place.&lt;br /&gt;
&lt;br /&gt;
==Announcement tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130590 DFMon] ===&lt;br /&gt;
&lt;br /&gt;
An announcement monitoring/filtering program, useful to hide some types of job cancellation spam or other more advanced filtering. Note that you can set the game to announce no job cancellations ''without'' any utilities or mods from the {{k|o}}rders menu, with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130030 DF Announcement Filter]===&lt;br /&gt;
&lt;br /&gt;
An alternative to DFMon written in Java (and thus portable to Linux and OS X).&lt;br /&gt;
&lt;br /&gt;
==Filesharing websites==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===&lt;br /&gt;
{{main|Utility:Dwarf Fortress Map Archive}}&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and videos and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://shadowlord13.googlepages.com/dfmap-index.html DF Map Compressor] ===&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=132153.0 DwarfFamily]===&lt;br /&gt;
A tool that lets you import your legends XML file and converts all dwarf entries to a .GED file, which you can use in Family Tree programs like MyHeritage to display a family tree for the dwarfs.&lt;br /&gt;
&lt;br /&gt;
===[https://www.dropbox.com/s/dea50wrs557w283/kobold.py Kobold name generator]===&lt;br /&gt;
A python script that generates random names in the way of kobold utterances&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=717.0 CMVPlayer] === &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Utilities&amp;diff=192524</id>
		<title>v0.34:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Utilities&amp;diff=192524"/>
		<updated>2013-09-10T17:59:13Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Lazy Newb Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:37, 8 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Utilities''' are third party applications useful for Dwarf Fortress players and modders, and this page serves as a list of them. Dwarf Fortress is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and player alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[DF2012:Graphics set repository|graphics set repositories]] have been given their own, separate page. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. To avoid namespace clutter websites ''are'' considered utilities, though they really aren't, and have been included.&lt;br /&gt;
&lt;br /&gt;
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection] of the Bay12 forums is devoted to such third party programs, and contains development threads for most of them.&lt;br /&gt;
&lt;br /&gt;
==Filesharing==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===&lt;br /&gt;
{{main|Utility:Dwarf Fortress Map Archive}}&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and vidoes and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=3882/ Fortress Overseer] ===&lt;br /&gt;
Fortress Overseer has been the only 3d visualizer since DF 2010, It has been completely rewritten and is currently updated to support DF 2012 (currently supporting versions 34.07 and 31.25). {{f|63484.0|Official forum thread}}&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld 2.0] ===&lt;br /&gt;
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode.  It also has a pictographic view which makes finding waterfalls easy.  &lt;br /&gt;
&lt;br /&gt;
Isoworld can link with DFhack to display a game view at full spatial resolution in wider context, including tracking the game view.  This is particularly useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], download at [http://df.zweistein.cz/soundsense/ homepage].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=119575.0 DFHack Utility Plugins] ===&lt;br /&gt;
A collection of DFHack plugins that improve the in-game interface with features such as:&lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://code.google.com/p/dwarftherapist/ Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.12 is out. This version supports DF builds up to 0.34.02 by default, but with the auto-update it supports up to 0.34.11.&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
Discussion on Bay 12 Games forums: http://www.bay12forums.com/smf/index.php?topic=66525&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====For Mac users====&lt;br /&gt;
A DT version for natively running it on OSX is in the works by DwarfEngineeer and beta versions compatible with 34.03+ are now available on [http://code.google.com/p/dwarftherapist/downloads/list the dwarftherapist downloads page]. A mac version of this utility (built by ghalidrim) is outdated and is compatible with DF version 31.25. It is free for download at [http://dffd.wimbli.com/file.php?id=4463 the DF file depot]. It is also possible to use DT with the latest version of DF by using &lt;br /&gt;
=====Dwarf Therapist and Dwarf Fortress on Mac using Wine=====&lt;br /&gt;
# Download latest windows versions [http://www.bay12games.com/dwarves/ DF] and [http://code.google.com/p/dwarftherapist/downloads/list DT].&lt;br /&gt;
# Download winebottler http://winebottler.kronenberg.org/. It should also download wine. Launch them both.&lt;br /&gt;
# Click the Wine icon on your taskbar and find Change Prefix. &lt;br /&gt;
# From there, create a prefix (it may auto-detect some other games and create prefixes for them, don't bother with that) in a convenient directory, call it 'generic' or something.&lt;br /&gt;
# Click Change Prefix again after it's done configuring and make sure Wine is using that one.&lt;br /&gt;
# Move DF and DT to the Program Files associated with the *general* prefix. DT won't find any running versions of DF otherwise. Mine was located in *username*/documents/generic/drive_c/program files.&lt;br /&gt;
# When launching DF and DT a small window pops up asking which prefix you want to use, choose general.&lt;br /&gt;
# Strike the earth.&lt;br /&gt;
&lt;br /&gt;
If Dwarf Therapist in Wine starts running slow or gets really laggy, find it's preference file, &amp;quot;Dwarf Therapist.ini,&amp;quot; and trash it.&lt;br /&gt;
It is located in *username*/documents/generic/drive_c/users/*usernameagain*/application data/UDP Software/.&lt;br /&gt;
If you are using MacNewbie, it is located in &amp;quot;~/.config/UDP Software/&amp;quot;.&lt;br /&gt;
==== Splinterz Fork ====&lt;br /&gt;
&lt;br /&gt;
This is a fork from the original DwarfTherapist made by user Splinterz: &lt;br /&gt;
http://code.google.com/r/splintermind-attributes/&lt;br /&gt;
&lt;br /&gt;
This version contains the &amp;quot;labor optimizer&amp;quot; semi-automatic labor management system. As of 2013-07-24 Windows, Linux and OS X builds are avaliable.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Builder (OSX) ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=106974.0|&amp;quot;Dwarf Builder&amp;quot;] for OS X is also available. It contains a working version of Dwarf Therapist, which can be created using &amp;quot;Build Dwarf Therapist&amp;quot; (or DT).&lt;br /&gt;
&lt;br /&gt;
===[[Utility:DFHack|DFHack]]===&lt;br /&gt;
&lt;br /&gt;
DFHack is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Releases support versions up through 0.34.11 (as of June 22nd, 2012). Runs on Windows, Linux, and MacOS X.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=91166.0 official forum thread].&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [https://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Also see [[Main:Quickfort Community Blueprints|Quickfort Community Blueprints]].&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]===&lt;br /&gt;
&lt;br /&gt;
A raw compiler and assembler that helps with compatibility. It also has a more minimalistic, lighter (but less hand-holding) fork called [http://www.bay12forums.com/smf/index.php?topic=128013.0 Rubble].&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===&lt;br /&gt;
requires an additional (tiny) download to be funtional for current versions (34.#): http://dffd.wimbli.com/file.php?id=5491 .  generate worlds to your liking easier or faster than df's ingame map maker.  easy access to world settings too to modify. [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress World Generator ===&lt;br /&gt;
A small bash script for automating world generation of large numbers of worlds on GNU/Linux. [http://pastebin.com/jdVKPzpt pastbin],[http://redd.it/yk6o9 reddit thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===&lt;br /&gt;
A photoshop action script which turns legends mode exported maps into a much prettier fantasy map.  There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=129995.0 dfterm3] ===&lt;br /&gt;
&lt;br /&gt;
[[Utility:Dfterm3|Dfterm3]] is a remote Dwarf Fortress playing software for multiple users through a web interface. It is a successor to [http://www.bay12forums.com/smf/index.php?topic=50643.0 dfterm2], which does exactly the same on telnet instead of a web browser.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
Raw files manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702.0 Legends Viewer] ===&lt;br /&gt;
Allows browsing legends easily.&lt;br /&gt;
&lt;br /&gt;
** Please note if you use DFHack's workflow tool, clear your workflow in either adventure mode or fortress mode prior to exporting the XML. The settings are stored in HEX format as legendary figures and you will get the HEX error when trying to import the XML into the viewer.&lt;br /&gt;
&lt;br /&gt;
=== Lazy Newb Pack ===&lt;br /&gt;
A commonly-used software bundle with a nice launcher. Allows to start playing DF really quickly on a new machine - no need to download and integrate common [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc - or even know what you need to get.  &lt;br /&gt;
&lt;br /&gt;
There are multiple versions available, including:&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=59026.0 Traditional Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=7622 Expanded and Updated Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=106790.0 Traditional MacNewbie Pack Cyan v0.6] (OS X, outdated)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960.0 MacNewbie Pack ReBorn] (OS X, current release)&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130590.0 DFMon]===&lt;br /&gt;
&lt;br /&gt;
An announcement monitoring/filtering program, useful to get rid of job cancellation spam.&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
'''The tools listed below are under development for DF 2012, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities|*]]&lt;br /&gt;
&lt;br /&gt;
[http://main.tribenine.org/comparison.gif DFMAP](''Title subject to change'') Is a tool currently under development by the Authors [http://facepunch.com/member.php?u=10197 Kabookie](Art Direction) and [http://facepunch.com/member.php?u=185724 Neo Kabuto](Programming) That will take the RAW files of your currently generated map and turn them into beautiful renditions of ancient maps. The project should be completed the first quarter of 2013. For any information contact us at: kaleb@tribenine.org/&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190995</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190995"/>
		<updated>2013-07-31T09:51:52Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Rollers, power transmission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
Launching soldiers into battle is problematic, a straight forward shot would require a perfectly flat arrival zone and ballistic launches seem to be truly safe only if the cart is caught and stopped at the apex of its flight curve. It does make for a spectacular rollercoaster-type construction - about 70 tiles forward distance and over 20 z-levels ascent in free flight are possible, with perfect safety barring freak accidents.&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
Hatches don't seem to have an own 'direction' that would overwrite underlying tracks (which is what allows bridges to operate as switches). At least in my test, a cart followed a hatch-covered track corner faithfully instead of continuing in a straight line. You can use hatches over downward ramps to switch a track between two z-levels, however, and for that purpose, hatches are probably superior to (1x1 retreating) bridges because of their immediate response. &lt;br /&gt;
PS: hatches over downward ramps are of limited usefulness if the hatch can open while the cart is passing over it. It seems that a hatch opening under a cart forces the minecart to 'fall', nullifying its forward velocity. It will then roll off the ramp at much too little speed to climb back up a ramp. A cart propelled by a highest-speed roller can ascend a ramp and will 'bounce back' if the ramp exit is blocked by a closed hatch. This appears to be somewhat more useful for switching tracks with hatches. There are other options of using hatch covers as cart switches, but those are hard to pull off without abusing the bugs concerning ramps.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
:::::I filed this as a {{bug|6296}}. I'll add this bug to the article later if no problem would arise. --[[User:HYBRID BEING|HYBRID BEING]] 05:45, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;br /&gt;
&lt;br /&gt;
== Magma Transport ==&lt;br /&gt;
&lt;br /&gt;
When trying to fill a mine cart with magma, apparently it is possible that the minecart can go under Magma fast enough where no magma will settle inside the cart. --[[User:Mnjiman|James H]] ([[User talk:Mnjiman|talk]]) 04:43, 18 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are you sure that minecart does not just skim over the magma? I've seen similar symptoms: fast (well, relatively. after going one or two ramps down IIRC) minecart, no magma at the end of the route. But looking at it in step mode I saw that minecart never drops in magma to begin with. Best way is to just drop minecarts in magma from above, I suppose. --[[User:Elfy|Elfy]] ([[User talk:Elfy|talk]]) 12:29, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mess ==&lt;br /&gt;
This article is a mess, how can it be Masterwork? It even has redlinks. Sure, there is quite an amount of content and the examples are well done, but the arrangement doesn't make it easy for new players. It certainly isn't &amp;quot;aesthetically pleasing.&amp;quot; The lede is random content dumped there:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Since their introduction in version 0.34.08, a new hauling labor preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&amp;quot; does not belong in the lede either. Instead there should be a section ==Using Minecarts== that covers just such basics.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&amp;quot; certainly doesn't belong in the lede.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;The invention of minecarts revolutionized the Science of Dwarfputing by enabling smaller, faster logic systems to be built.&amp;quot; and then not a word follows in the article unless I overlooked it.&lt;br /&gt;
&lt;br /&gt;
*The section on tracks opens quite abruptly. The very least would be a sentence like &amp;quot;to do anything useful with  minecarts you need to create tracks&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*I would also argue against &amp;quot;Covers an important &amp;quot;must-read&amp;quot; topic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Physics covers some really obscure details that might fit better with quirks. In any case both sections need a merge and/or reorganizing.&lt;br /&gt;
&lt;br /&gt;
*Capacity should be near the top as it is essential info for the player who asks: is it economically worth it? and certainly is basic info.&lt;br /&gt;
&lt;br /&gt;
*An article using an elven word like &amp;quot;boulders&amp;quot; should be auto-disqualified. I fixed this.&lt;br /&gt;
&lt;br /&gt;
* The Capacity section was worded poorly. I tried to improve it.&lt;br /&gt;
--[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 18:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I have done some major rework and restructuring. Hopefully it's much better now. [[User:Sorno|Sorno]] ([[User talk:Sorno|talk]]) 21:58, 27 June 2013 (UTC)&lt;br /&gt;
::: Thanks. I somehow missed this post, but I like your improvements. :) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:53, 28 June 2013 (UTC)&lt;br /&gt;
::::Much better now thanks you for your work. I did some extensive minecart testing and added some additional info to the numbers behind the scene. Feel free to reword my paragraph, as english is not my native language, but the info I added is accurate, so don't change it. fricy -(20 July, '13)&lt;br /&gt;
&lt;br /&gt;
== Rollers, power transmission ==&lt;br /&gt;
&lt;br /&gt;
If you think the statement 'rollers transfer power in the four compass directions on the same z-level' is incorrect, could you provide an example? Because i've observed the statement to be true. For example:&lt;br /&gt;
(image links)&lt;br /&gt;
http://imgur.com/Qp5PR6Q&lt;br /&gt;
this array, with a roller (on rough floor, no less) in the centre, shows these power requirements:&lt;br /&gt;
http://imgur.com/qCH6eUV&lt;br /&gt;
&lt;br /&gt;
four gear assemblies, four one-part axles, one roller. A sum of 26. They're all connected, through the roller. The observation also holds true with powered arrays: axles, gear assemblies and other rollers work when they directly touch an active roller on any of its sides.&lt;br /&gt;
&lt;br /&gt;
Edit: tried this with an older roller, and that one _wouldn't_ transmit power in the 'wrong' direction. After i ripped it out and built it anew (N-&amp;gt;S roller, offered power only through an horizontal axle from South, attached a gearbox north to show the effect; this had _not_ worked originally) the roller was active and transmitted power from the axle to the gearbox, visible 'rotation' and all. &lt;br /&gt;
&lt;br /&gt;
I've no idea what's going on, it might be an effect of the location of the original power source, build order or maybe even saving/restoring causing a roller to delete these transmission options. After saving/restoring, the south-to-north transmitting roller still works and transmits power to the gear assembly. I'll amend the article for &amp;quot;it's weird&amp;quot;, o.k.?&lt;br /&gt;
&lt;br /&gt;
:I do recall some issues with components from older versions of DF working inconsistently in v0.34.11, although I don't remember what they were. Was this &amp;quot;old&amp;quot; roller built in a different version (v0.34.08-10)? --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:51, 30 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: It was a current-version fort, but i ran into varying roller connectivity again and now think it's a matter of 'build order': when a roller is constructed, it seems to check neighbouring squares for available power sources, and if only 'perpendicular' sources are available, it will only accept and transmit power in that direction. If there are (also) 'parrallel' power sources available, it will transmit power in all four directions. Building or demolishing constructions offering or demanding power after the roller has been finished appears to have no effect.&lt;br /&gt;
&lt;br /&gt;
:::It looks like you are right, something is going on, good catch. Here's my theory after a short testing: 1 tile rollers behave just like gear assemblies, they are directionless and can connect to anything in their neighboring tiles, even to the &amp;quot;invalid&amp;quot; edge of other rollers. I was able to reproduce this quirk consistently with 1 tile rollers acting as a power connection, but not with anything longer. Can you confirm this? --[[User:Fricy|Fricy]] ([[User talk:Fricy|talk]]) 09:51, 31 July 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Fricy&amp;diff=190994</id>
		<title>User:Fricy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Fricy&amp;diff=190994"/>
		<updated>2013-07-31T09:49:57Z</updated>

		<summary type="html">&lt;p&gt;Fricy: Created page with &amp;quot;My minecart !!SCIENCE!! thread. [http://www.bay12forums.com/smf/index.php?topic=127621.msg4341064]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My minecart !!SCIENCE!! thread. [http://www.bay12forums.com/smf/index.php?topic=127621.msg4341064]&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190993</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190993"/>
		<updated>2013-07-31T09:46:59Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Rollers, power transmission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
Launching soldiers into battle is problematic, a straight forward shot would require a perfectly flat arrival zone and ballistic launches seem to be truly safe only if the cart is caught and stopped at the apex of its flight curve. It does make for a spectacular rollercoaster-type construction - about 70 tiles forward distance and over 20 z-levels ascent in free flight are possible, with perfect safety barring freak accidents.&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
Hatches don't seem to have an own 'direction' that would overwrite underlying tracks (which is what allows bridges to operate as switches). At least in my test, a cart followed a hatch-covered track corner faithfully instead of continuing in a straight line. You can use hatches over downward ramps to switch a track between two z-levels, however, and for that purpose, hatches are probably superior to (1x1 retreating) bridges because of their immediate response. &lt;br /&gt;
PS: hatches over downward ramps are of limited usefulness if the hatch can open while the cart is passing over it. It seems that a hatch opening under a cart forces the minecart to 'fall', nullifying its forward velocity. It will then roll off the ramp at much too little speed to climb back up a ramp. A cart propelled by a highest-speed roller can ascend a ramp and will 'bounce back' if the ramp exit is blocked by a closed hatch. This appears to be somewhat more useful for switching tracks with hatches. There are other options of using hatch covers as cart switches, but those are hard to pull off without abusing the bugs concerning ramps.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
:::::I filed this as a {{bug|6296}}. I'll add this bug to the article later if no problem would arise. --[[User:HYBRID BEING|HYBRID BEING]] 05:45, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;br /&gt;
&lt;br /&gt;
== Magma Transport ==&lt;br /&gt;
&lt;br /&gt;
When trying to fill a mine cart with magma, apparently it is possible that the minecart can go under Magma fast enough where no magma will settle inside the cart. --[[User:Mnjiman|James H]] ([[User talk:Mnjiman|talk]]) 04:43, 18 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are you sure that minecart does not just skim over the magma? I've seen similar symptoms: fast (well, relatively. after going one or two ramps down IIRC) minecart, no magma at the end of the route. But looking at it in step mode I saw that minecart never drops in magma to begin with. Best way is to just drop minecarts in magma from above, I suppose. --[[User:Elfy|Elfy]] ([[User talk:Elfy|talk]]) 12:29, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mess ==&lt;br /&gt;
This article is a mess, how can it be Masterwork? It even has redlinks. Sure, there is quite an amount of content and the examples are well done, but the arrangement doesn't make it easy for new players. It certainly isn't &amp;quot;aesthetically pleasing.&amp;quot; The lede is random content dumped there:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Since their introduction in version 0.34.08, a new hauling labor preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&amp;quot; does not belong in the lede either. Instead there should be a section ==Using Minecarts== that covers just such basics.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&amp;quot; certainly doesn't belong in the lede.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;The invention of minecarts revolutionized the Science of Dwarfputing by enabling smaller, faster logic systems to be built.&amp;quot; and then not a word follows in the article unless I overlooked it.&lt;br /&gt;
&lt;br /&gt;
*The section on tracks opens quite abruptly. The very least would be a sentence like &amp;quot;to do anything useful with  minecarts you need to create tracks&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*I would also argue against &amp;quot;Covers an important &amp;quot;must-read&amp;quot; topic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Physics covers some really obscure details that might fit better with quirks. In any case both sections need a merge and/or reorganizing.&lt;br /&gt;
&lt;br /&gt;
*Capacity should be near the top as it is essential info for the player who asks: is it economically worth it? and certainly is basic info.&lt;br /&gt;
&lt;br /&gt;
*An article using an elven word like &amp;quot;boulders&amp;quot; should be auto-disqualified. I fixed this.&lt;br /&gt;
&lt;br /&gt;
* The Capacity section was worded poorly. I tried to improve it.&lt;br /&gt;
--[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 18:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I have done some major rework and restructuring. Hopefully it's much better now. [[User:Sorno|Sorno]] ([[User talk:Sorno|talk]]) 21:58, 27 June 2013 (UTC)&lt;br /&gt;
::: Thanks. I somehow missed this post, but I like your improvements. :) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:53, 28 June 2013 (UTC)&lt;br /&gt;
::::Much better now thanks you for your work. I did some extensive minecart testing and added some additional info to the numbers behind the scene. Feel free to reword my paragraph, as english is not my native language, but the info I added is accurate, so don't change it. fricy -(20 July, '13)&lt;br /&gt;
&lt;br /&gt;
== Rollers, power transmission ==&lt;br /&gt;
&lt;br /&gt;
If you think the statement 'rollers transfer power in the four compass directions on the same z-level' is incorrect, could you provide an example? Because i've observed the statement to be true. For example:&lt;br /&gt;
(image links)&lt;br /&gt;
http://imgur.com/Qp5PR6Q&lt;br /&gt;
this array, with a roller (on rough floor, no less) in the centre, shows these power requirements:&lt;br /&gt;
http://imgur.com/qCH6eUV&lt;br /&gt;
&lt;br /&gt;
four gear assemblies, four one-part axles, one roller. A sum of 26. They're all connected, through the roller. The observation also holds true with powered arrays: axles, gear assemblies and other rollers work when they directly touch an active roller on any of its sides.&lt;br /&gt;
&lt;br /&gt;
Edit: tried this with an older roller, and that one _wouldn't_ transmit power in the 'wrong' direction. After i ripped it out and built it anew (N-&amp;gt;S roller, offered power only through an horizontal axle from South, attached a gearbox north to show the effect; this had _not_ worked originally) the roller was active and transmitted power from the axle to the gearbox, visible 'rotation' and all. &lt;br /&gt;
&lt;br /&gt;
I've no idea what's going on, it might be an effect of the location of the original power source, build order or maybe even saving/restoring causing a roller to delete these transmission options. After saving/restoring, the south-to-north transmitting roller still works and transmits power to the gear assembly. I'll amend the article for &amp;quot;it's weird&amp;quot;, o.k.?&lt;br /&gt;
&lt;br /&gt;
:I do recall some issues with components from older versions of DF working inconsistently in v0.34.11, although I don't remember what they were. Was this &amp;quot;old&amp;quot; roller built in a different version (v0.34.08-10)? --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:51, 30 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: It was a current-version fort, but i ran into varying roller connectivity again and now think it's a matter of 'build order': when a roller is constructed, it seems to check neighbouring squares for available power sources, and if only 'perpendicular' sources are available, it will only accept and transmit power in that direction. If there are (also) 'parrallel' power sources available, it will transmit power in all four directions. Building or demolishing constructions offering or demanding power after the roller has been finished appears to have no effect.&lt;br /&gt;
&lt;br /&gt;
:::It looks like you are right, something is going on, good catch. Here's my theory after a short testing: 1 tile rollers behave just like gear assemblies, they are directionless and can connect to anything in their neighboring tiles, even to the &amp;quot;invalid&amp;quot; edge of other rollers. I was able to reproduce this quirk consistently with 1 tile rollers acting as a power connection, but not with anything longer. Can you confirm this? fr.&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190992</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190992"/>
		<updated>2013-07-31T09:27:25Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Rollers, power transmission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
Launching soldiers into battle is problematic, a straight forward shot would require a perfectly flat arrival zone and ballistic launches seem to be truly safe only if the cart is caught and stopped at the apex of its flight curve. It does make for a spectacular rollercoaster-type construction - about 70 tiles forward distance and over 20 z-levels ascent in free flight are possible, with perfect safety barring freak accidents.&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
Hatches don't seem to have an own 'direction' that would overwrite underlying tracks (which is what allows bridges to operate as switches). At least in my test, a cart followed a hatch-covered track corner faithfully instead of continuing in a straight line. You can use hatches over downward ramps to switch a track between two z-levels, however, and for that purpose, hatches are probably superior to (1x1 retreating) bridges because of their immediate response. &lt;br /&gt;
PS: hatches over downward ramps are of limited usefulness if the hatch can open while the cart is passing over it. It seems that a hatch opening under a cart forces the minecart to 'fall', nullifying its forward velocity. It will then roll off the ramp at much too little speed to climb back up a ramp. A cart propelled by a highest-speed roller can ascend a ramp and will 'bounce back' if the ramp exit is blocked by a closed hatch. This appears to be somewhat more useful for switching tracks with hatches. There are other options of using hatch covers as cart switches, but those are hard to pull off without abusing the bugs concerning ramps.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
:::::I filed this as a {{bug|6296}}. I'll add this bug to the article later if no problem would arise. --[[User:HYBRID BEING|HYBRID BEING]] 05:45, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;br /&gt;
&lt;br /&gt;
== Magma Transport ==&lt;br /&gt;
&lt;br /&gt;
When trying to fill a mine cart with magma, apparently it is possible that the minecart can go under Magma fast enough where no magma will settle inside the cart. --[[User:Mnjiman|James H]] ([[User talk:Mnjiman|talk]]) 04:43, 18 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are you sure that minecart does not just skim over the magma? I've seen similar symptoms: fast (well, relatively. after going one or two ramps down IIRC) minecart, no magma at the end of the route. But looking at it in step mode I saw that minecart never drops in magma to begin with. Best way is to just drop minecarts in magma from above, I suppose. --[[User:Elfy|Elfy]] ([[User talk:Elfy|talk]]) 12:29, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mess ==&lt;br /&gt;
This article is a mess, how can it be Masterwork? It even has redlinks. Sure, there is quite an amount of content and the examples are well done, but the arrangement doesn't make it easy for new players. It certainly isn't &amp;quot;aesthetically pleasing.&amp;quot; The lede is random content dumped there:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Since their introduction in version 0.34.08, a new hauling labor preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&amp;quot; does not belong in the lede either. Instead there should be a section ==Using Minecarts== that covers just such basics.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&amp;quot; certainly doesn't belong in the lede.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;The invention of minecarts revolutionized the Science of Dwarfputing by enabling smaller, faster logic systems to be built.&amp;quot; and then not a word follows in the article unless I overlooked it.&lt;br /&gt;
&lt;br /&gt;
*The section on tracks opens quite abruptly. The very least would be a sentence like &amp;quot;to do anything useful with  minecarts you need to create tracks&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*I would also argue against &amp;quot;Covers an important &amp;quot;must-read&amp;quot; topic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Physics covers some really obscure details that might fit better with quirks. In any case both sections need a merge and/or reorganizing.&lt;br /&gt;
&lt;br /&gt;
*Capacity should be near the top as it is essential info for the player who asks: is it economically worth it? and certainly is basic info.&lt;br /&gt;
&lt;br /&gt;
*An article using an elven word like &amp;quot;boulders&amp;quot; should be auto-disqualified. I fixed this.&lt;br /&gt;
&lt;br /&gt;
* The Capacity section was worded poorly. I tried to improve it.&lt;br /&gt;
--[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 18:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I have done some major rework and restructuring. Hopefully it's much better now. [[User:Sorno|Sorno]] ([[User talk:Sorno|talk]]) 21:58, 27 June 2013 (UTC)&lt;br /&gt;
::: Thanks. I somehow missed this post, but I like your improvements. :) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:53, 28 June 2013 (UTC)&lt;br /&gt;
::::Much better now thanks you for your work. I did some extensive minecart testing and added some additional info to the numbers behind the scene. Feel free to reword my paragraph, as english is not my native language, but the info I added is accurate, so don't change it. fricy -(20 July, '13)&lt;br /&gt;
&lt;br /&gt;
== Rollers, power transmission ==&lt;br /&gt;
&lt;br /&gt;
If you think the statement 'rollers transfer power in the four compass directions on the same z-level' is incorrect, could you provide an example? Because i've observed the statement to be true. For example:&lt;br /&gt;
(image links)&lt;br /&gt;
http://imgur.com/Qp5PR6Q&lt;br /&gt;
this array, with a roller (on rough floor, no less) in the centre, shows these power requirements:&lt;br /&gt;
http://imgur.com/qCH6eUV&lt;br /&gt;
&lt;br /&gt;
four gear assemblies, four one-part axles, one roller. A sum of 26. They're all connected, through the roller. The observation also holds true with powered arrays: axles, gear assemblies and other rollers work when they directly touch an active roller on any of its sides.&lt;br /&gt;
&lt;br /&gt;
Edit: tried this with an older roller, and that one _wouldn't_ transmit power in the 'wrong' direction. After i ripped it out and built it anew (N-&amp;gt;S roller, offered power only through an horizontal axle from South, attached a gearbox north to show the effect; this had _not_ worked originally) the roller was active and transmitted power from the axle to the gearbox, visible 'rotation' and all. &lt;br /&gt;
&lt;br /&gt;
I've no idea what's going on, it might be an effect of the location of the original power source, build order or maybe even saving/restoring causing a roller to delete these transmission options. After saving/restoring, the south-to-north transmitting roller still works and transmits power to the gear assembly. I'll amend the article for &amp;quot;it's weird&amp;quot;, o.k.?&lt;br /&gt;
&lt;br /&gt;
:I do recall some issues with components from older versions of DF working inconsistently in v0.34.11, although I don't remember what they were. Was this &amp;quot;old&amp;quot; roller built in a different version (v0.34.08-10)? --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:51, 30 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: It was a current-version fort, but i ran into varying roller connectivity again and now think it's a matter of 'build order': when a roller is constructed, it seems to check neighbouring squares for available power sources, and if only 'perpendicular' sources are available, it will only accept and transmit power in that direction. If there are (also) 'parrallel' power sources available, it will transmit power in all four directions. Building or demolishing constructions offering or demanding power after the roller has been finished appears to have no effect.&lt;br /&gt;
&lt;br /&gt;
:::It looks like you are right, something is going on, good catch. Here's my theory after a short testing: 1 tile rollers behave just like gear assemblies, they are directionless and can connect to anything in their neighbouring tiles. I was able to reproduce this quirk consistently with 1 tile rollers acting as a power connection, but not with anything longer. Can you confirm this? fr.&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190991</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190991"/>
		<updated>2013-07-31T09:18:25Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Rollers, power transmission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
Launching soldiers into battle is problematic, a straight forward shot would require a perfectly flat arrival zone and ballistic launches seem to be truly safe only if the cart is caught and stopped at the apex of its flight curve. It does make for a spectacular rollercoaster-type construction - about 70 tiles forward distance and over 20 z-levels ascent in free flight are possible, with perfect safety barring freak accidents.&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
Hatches don't seem to have an own 'direction' that would overwrite underlying tracks (which is what allows bridges to operate as switches). At least in my test, a cart followed a hatch-covered track corner faithfully instead of continuing in a straight line. You can use hatches over downward ramps to switch a track between two z-levels, however, and for that purpose, hatches are probably superior to (1x1 retreating) bridges because of their immediate response. &lt;br /&gt;
PS: hatches over downward ramps are of limited usefulness if the hatch can open while the cart is passing over it. It seems that a hatch opening under a cart forces the minecart to 'fall', nullifying its forward velocity. It will then roll off the ramp at much too little speed to climb back up a ramp. A cart propelled by a highest-speed roller can ascend a ramp and will 'bounce back' if the ramp exit is blocked by a closed hatch. This appears to be somewhat more useful for switching tracks with hatches. There are other options of using hatch covers as cart switches, but those are hard to pull off without abusing the bugs concerning ramps.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
:::::I filed this as a {{bug|6296}}. I'll add this bug to the article later if no problem would arise. --[[User:HYBRID BEING|HYBRID BEING]] 05:45, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;br /&gt;
&lt;br /&gt;
== Magma Transport ==&lt;br /&gt;
&lt;br /&gt;
When trying to fill a mine cart with magma, apparently it is possible that the minecart can go under Magma fast enough where no magma will settle inside the cart. --[[User:Mnjiman|James H]] ([[User talk:Mnjiman|talk]]) 04:43, 18 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are you sure that minecart does not just skim over the magma? I've seen similar symptoms: fast (well, relatively. after going one or two ramps down IIRC) minecart, no magma at the end of the route. But looking at it in step mode I saw that minecart never drops in magma to begin with. Best way is to just drop minecarts in magma from above, I suppose. --[[User:Elfy|Elfy]] ([[User talk:Elfy|talk]]) 12:29, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mess ==&lt;br /&gt;
This article is a mess, how can it be Masterwork? It even has redlinks. Sure, there is quite an amount of content and the examples are well done, but the arrangement doesn't make it easy for new players. It certainly isn't &amp;quot;aesthetically pleasing.&amp;quot; The lede is random content dumped there:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Since their introduction in version 0.34.08, a new hauling labor preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&amp;quot; does not belong in the lede either. Instead there should be a section ==Using Minecarts== that covers just such basics.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&amp;quot; certainly doesn't belong in the lede.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;The invention of minecarts revolutionized the Science of Dwarfputing by enabling smaller, faster logic systems to be built.&amp;quot; and then not a word follows in the article unless I overlooked it.&lt;br /&gt;
&lt;br /&gt;
*The section on tracks opens quite abruptly. The very least would be a sentence like &amp;quot;to do anything useful with  minecarts you need to create tracks&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*I would also argue against &amp;quot;Covers an important &amp;quot;must-read&amp;quot; topic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Physics covers some really obscure details that might fit better with quirks. In any case both sections need a merge and/or reorganizing.&lt;br /&gt;
&lt;br /&gt;
*Capacity should be near the top as it is essential info for the player who asks: is it economically worth it? and certainly is basic info.&lt;br /&gt;
&lt;br /&gt;
*An article using an elven word like &amp;quot;boulders&amp;quot; should be auto-disqualified. I fixed this.&lt;br /&gt;
&lt;br /&gt;
* The Capacity section was worded poorly. I tried to improve it.&lt;br /&gt;
--[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 18:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I have done some major rework and restructuring. Hopefully it's much better now. [[User:Sorno|Sorno]] ([[User talk:Sorno|talk]]) 21:58, 27 June 2013 (UTC)&lt;br /&gt;
::: Thanks. I somehow missed this post, but I like your improvements. :) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:53, 28 June 2013 (UTC)&lt;br /&gt;
::::Much better now thanks you for your work. I did some extensive minecart testing and added some additional info to the numbers behind the scene. Feel free to reword my paragraph, as english is not my native language, but the info I added is accurate, so don't change it. fricy -(20 July, '13)&lt;br /&gt;
&lt;br /&gt;
== Rollers, power transmission ==&lt;br /&gt;
&lt;br /&gt;
If you think the statement 'rollers transfer power in the four compass directions on the same z-level' is incorrect, could you provide an example? Because i've observed the statement to be true. For example:&lt;br /&gt;
(image links)&lt;br /&gt;
http://imgur.com/Qp5PR6Q&lt;br /&gt;
this array, with a roller (on rough floor, no less) in the centre, shows these power requirements:&lt;br /&gt;
http://imgur.com/qCH6eUV&lt;br /&gt;
&lt;br /&gt;
four gear assemblies, four one-part axles, one roller. A sum of 26. They're all connected, through the roller. The observation also holds true with powered arrays: axles, gear assemblies and other rollers work when they directly touch an active roller on any of its sides.&lt;br /&gt;
&lt;br /&gt;
Edit: tried this with an older roller, and that one _wouldn't_ transmit power in the 'wrong' direction. After i ripped it out and built it anew (N-&amp;gt;S roller, offered power only through an horizontal axle from South, attached a gearbox north to show the effect; this had _not_ worked originally) the roller was active and transmitted power from the axle to the gearbox, visible 'rotation' and all. &lt;br /&gt;
&lt;br /&gt;
I've no idea what's going on, it might be an effect of the location of the original power source, build order or maybe even saving/restoring causing a roller to delete these transmission options. After saving/restoring, the south-to-north transmitting roller still works and transmits power to the gear assembly. I'll amend the article for &amp;quot;it's weird&amp;quot;, o.k.?&lt;br /&gt;
&lt;br /&gt;
:I do recall some issues with components from older versions of DF working inconsistently in v0.34.11, although I don't remember what they were. Was this &amp;quot;old&amp;quot; roller built in a different version (v0.34.08-10)? --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:51, 30 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: It was a current-version fort, but i ran into varying roller connectivity again and now think it's a matter of 'build order': when a roller is constructed, it seems to check neighbouring squares for available power sources, and if only 'perpendicular' sources are available, it will only accept and transmit power in that direction. If there are (also) 'parrallel' power sources available, it will transmit power in all four directions. Building or demolishing constructions offering or demanding power after the roller has been finished appears to have no effect.&lt;br /&gt;
&lt;br /&gt;
:::It looks like you are right, something is going on, good catch. Here's my theory after a short testing: 1 tile rollers behave just like gear assemblies, they are directionless and can connect to anything in their neighbouring tiles. fr.&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=190971</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=190971"/>
		<updated>2013-07-30T13:57:06Z</updated>

		<summary type="html">&lt;p&gt;Fricy: Undo revision 190965 by 24.134.31.29 (talk) Rollers DO NOT transfer power on all edges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp;mdash; 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.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
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 &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &amp;lt;!-- How, exactly? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is roller pushing from  East to West.&lt;br /&gt;
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'.&lt;br /&gt;
&lt;br /&gt;
This switch has a disadvantage - it requires power.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;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).&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO&lt;br /&gt;
 in  ═╔═╗O&lt;br /&gt;
 out ═╬═╝O&lt;br /&gt;
     O╚S╝O&lt;br /&gt;
     OOOOO&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current title (speed is reduced by &amp;quot;friction&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (4900+10)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (4900-10)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
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}})&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*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}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=190675</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=190675"/>
		<updated>2013-07-24T14:14:47Z</updated>

		<summary type="html">&lt;p&gt;Fricy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Lazy Newb Pack''' is a Windows-only package containing the most recent version of Dwarf Fortress and a collection of [[graphics]] packs and [[utilities]]. It is created and managed by [[User:LucasUP | LucasUP]]&lt;br /&gt;
&lt;br /&gt;
Official Thread: http://www.bay12forums.com/smf/index.php?topic=59026.0&lt;br /&gt;
&lt;br /&gt;
A newer, updated version is managed by PeridexisErrant, and can be found here: http://www.bay12forums.com/smf/index.php?topic=126076.0&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
===How to move savegames to a new version ===&lt;br /&gt;
&lt;br /&gt;
1) Saves are located in &amp;quot;Dwarf Fortress\data\save&amp;quot;. Copy your save folder over to the NEW VERSION.&lt;br /&gt;
&lt;br /&gt;
Your save games still contain old raw and graphic files.&lt;br /&gt;
&lt;br /&gt;
2) Optional: To upgrade savegames to latest version, go to graphics tab and install an updated graphics pack, or just press &amp;quot;Update Savegames&amp;quot; if you don't use one.&lt;br /&gt;
&lt;br /&gt;
==Package Contents==&lt;br /&gt;
&lt;br /&gt;
=== [[Graphics]] ===&lt;br /&gt;
*[[DF2012:Graphics set repository#Phoebus' Graphics Pack|Phoebus' Graphic Set]]&lt;br /&gt;
*[[DF2012:Graphics set repository#Ironhand and Wormslayer's Graphics Pack|Ironhand and Wormslayer's Graphics Pack]]&lt;br /&gt;
*[[DF2012:Graphics set repository#Mayday's Graphic Set|Mayday's Graphic Set]]&lt;br /&gt;
&lt;br /&gt;
=== [[Utilities]] ===&lt;br /&gt;
*[[DF2012:Utilities#Dwarf_Therapist|Dwarf Therapist]]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=58797.0 DF Init Utility]&lt;br /&gt;
*[[DF2012:Utilities#PerfectWorldDF|PerfectWorldDF]]&lt;br /&gt;
*[[DF2012:Utilities#DFHack|DF Hack]]&lt;br /&gt;
*[[DF2012:Utilities#Quickfort|Quickfort]]&lt;br /&gt;
*[[DF2012:Utilities#ChromaFort|Chromafort]]&lt;br /&gt;
&lt;br /&gt;
=== Extras ===&lt;br /&gt;
* Lazy Newb Pack.exe - A program which lets you change settings, graphics, aquifers, exotics, keybindings, run utilities, and MORE!&lt;br /&gt;
* Laptop [[key bindings]] &lt;br /&gt;
* Custom [[embark]] profiles&lt;br /&gt;
* Custom [[world generation]] profiles&lt;br /&gt;
* [[Economy]] disabled by default&lt;br /&gt;
&lt;br /&gt;
{{Category|Mods}}&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Utilities&amp;diff=190673</id>
		<title>v0.34:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Utilities&amp;diff=190673"/>
		<updated>2013-07-24T14:12:03Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Lazy Newb Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:37, 8 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Utilities''' are third party applications useful for Dwarf Fortress players and modders, and this page serves as a list of them. Dwarf Fortress is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and player alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[DF2012:Graphics set repository|graphics set repositories]] have been given their own, separate page. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. To avoid namespace clutter websites ''are'' considered utilities, though they really aren't, and have been included.&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ DF Map Archive] ===&lt;br /&gt;
&lt;br /&gt;
* http://mkv25.net/dfma/&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them.  &lt;br /&gt;
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=3882/ Fortress Overseer] ===&lt;br /&gt;
Fortress Overseer has been the only 3d visualizer since DF 2010, It has been completely rewritten and is currently updated to support DF 2012 (currently supporting versions 34.07 and 31.25).&lt;br /&gt;
&lt;br /&gt;
Read more on the [http://www.bay12forums.com/smf/index.php?topic=63484.0/ bay 12 forum post]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld 2.0] ===&lt;br /&gt;
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode.  It also has a pictographic view which makes finding waterfalls easy.  &lt;br /&gt;
&lt;br /&gt;
Isoworld can link with DFhack to display a game view at full spatial resolution in wider context, including tracking the game view.  This is particularly useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], download at [http://df.zweistein.cz/soundsense/ homepage].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=119575.0 DFHack Utility Plugins] ===&lt;br /&gt;
A collection of DFHack plugins that improve the in-game interface with features such as:&lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://code.google.com/p/dwarftherapist/ Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.12 is out. This version supports DF builds up to 0.34.02 by default, but with the auto-update it supports up to 0.34.10.&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
Discussion on Bay 12 Games forums: http://www.bay12forums.com/smf/index.php?topic=66525&lt;br /&gt;
&lt;br /&gt;
====For Mac users====&lt;br /&gt;
A DT version for natively running it on OSX is in the works by DwarfEngineeer and beta versions compatible with 34.03+ are now available on [http://code.google.com/p/dwarftherapist/downloads/list the dwarftherapist downloads page]. A mac version of this utility (built by ghalidrim) is outdated and is compatible with DF version 31.25. It is free for download at [http://dffd.wimbli.com/file.php?id=4463 the DF file depot]. It is also possible to use DT with the latest version of DF by using &lt;br /&gt;
=====Dwarf Therapist and Dwarf Fortress on Mac using Wine=====&lt;br /&gt;
# Download latest windows versions [http://www.bay12games.com/dwarves/ DF] and [http://code.google.com/p/dwarftherapist/downloads/list DT].&lt;br /&gt;
# Download winebottler http://winebottler.kronenberg.org/. It should also download wine. Launch them both.&lt;br /&gt;
# Click the Wine icon on your taskbar and find Change Prefix. &lt;br /&gt;
# From there, create a prefix (it may auto-detect some other games and create prefixes for them, don't bother with that) in a convenient directory, call it 'generic' or something.&lt;br /&gt;
# Click Change Prefix again after it's done configuring and make sure Wine is using that one.&lt;br /&gt;
# Move DF and DT to the Program Files associated with the *general* prefix. DT won't find any running versions of DF otherwise. Mine was located in *username*/documents/generic/drive_c/program files.&lt;br /&gt;
# When launching DF and DT a small window pops up asking which prefix you want to use, choose general.&lt;br /&gt;
# Strike the earth.&lt;br /&gt;
&lt;br /&gt;
If Dwarf Therapist in Wine starts running slow or gets really laggy, find it's preference file, &amp;quot;Dwarf Therapist.ini,&amp;quot; and trash it.&lt;br /&gt;
It is located in *username*/documents/generic/drive_c/users/*usernameagain*/application data/UDP Software/.&lt;br /&gt;
If you are using MacNewbie, it is located in &amp;quot;~/.config/UDP Software/&amp;quot;.&lt;br /&gt;
==== Splinterz Fork ====&lt;br /&gt;
&lt;br /&gt;
This is a fork from the original DwarfTherapist made by user Splinterz: &lt;br /&gt;
http://code.google.com/r/splintermind-attributes/&lt;br /&gt;
&lt;br /&gt;
This version contains the &amp;quot;labor optimizer&amp;quot; semi-automatic labor management system. As of 2013-07-24 Windows, Linux and OS X builds are avaliable.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Builder (OSX) ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=106974.0|&amp;quot;Dwarf Builder&amp;quot;] for OS X is also available. It contains a working version of Dwarf Therapist, which can be created using &amp;quot;Build Dwarf Therapist&amp;quot; (or DT).&lt;br /&gt;
&lt;br /&gt;
===[[Utility:DFHack|DFHack]]===&lt;br /&gt;
&lt;br /&gt;
DFHack is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Releases support versions up through 0.34.11 (as of June 22nd, 2012). Runs on Windows, Linux, and MacOS X.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=91166.0 official forum thread].&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [https://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Also see [[Main:Quickfort Community Blueprints|Quickfort Community Blueprints]].&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===&lt;br /&gt;
requires an additional (tiny) download to be funtional for current versions (34.#): http://dffd.wimbli.com/file.php?id=5491 .  generate worlds to your liking easier or faster than df's ingame map maker.  easy access to world settings too to modify. [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress World Generator ===&lt;br /&gt;
A small bash script for automating world generation of large numbers of worlds on GNU/Linux. [http://pastebin.com/jdVKPzpt pastbin],[http://redd.it/yk6o9 reddit thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===&lt;br /&gt;
A photoshop action script which turns legends mode exported maps into a much prettier fantasy map.  There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
Raw files manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702.0 Legends Viewer] ===&lt;br /&gt;
Allows browsing legends easily.&lt;br /&gt;
&lt;br /&gt;
** Please note if you use DFHack's workflow tool, clear your workflow in either adventure mode or fortress mode prior to exporting the XML. The settings are stored in HEX format as legendary figures and you will get the HEX error when trying to import the XML into the viewer.&lt;br /&gt;
&lt;br /&gt;
=== Lazy Newb Pack ===&lt;br /&gt;
A commonly-used software bundle with a nice launcher. Allows to start playing DF really quickly on a new machine - no need to download and integrate common [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc - or even know what you need to get.  &lt;br /&gt;
&lt;br /&gt;
There are multiple versions available, including:&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=59026.0 Traditional Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=7622 Expanded and Updated Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=106790.0 Traditional MacNewbie Pack Cyan v0.6] (OS X, outdated)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960.0 MacNewbie Pack ReBorn v0.7.1] (OS X, alpha release)&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
'''The tools listed below are under development for DF 2012, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities|*]]&lt;br /&gt;
&lt;br /&gt;
[http://main.tribenine.org/comparison.gif DFMAP](''Title subject to change'') Is a tool currently under development by the Authors [http://facepunch.com/member.php?u=10197 Kabookie](Art Direction) and [http://facepunch.com/member.php?u=185724 Neo Kabuto](Programming) That will take the RAW files of your currently generated map and turn them into beautiful renditions of ancient maps. The project should be completed the first quarter of 2013. For any information contact us at: kaleb@tribenine.org/&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Utilities&amp;diff=190672</id>
		<title>v0.34:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Utilities&amp;diff=190672"/>
		<updated>2013-07-24T14:07:10Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Splinterz Fork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:37, 8 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Utilities''' are third party applications useful for Dwarf Fortress players and modders, and this page serves as a list of them. Dwarf Fortress is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and player alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[DF2012:Graphics set repository|graphics set repositories]] have been given their own, separate page. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. To avoid namespace clutter websites ''are'' considered utilities, though they really aren't, and have been included.&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ DF Map Archive] ===&lt;br /&gt;
&lt;br /&gt;
* http://mkv25.net/dfma/&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them.  &lt;br /&gt;
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=3882/ Fortress Overseer] ===&lt;br /&gt;
Fortress Overseer has been the only 3d visualizer since DF 2010, It has been completely rewritten and is currently updated to support DF 2012 (currently supporting versions 34.07 and 31.25).&lt;br /&gt;
&lt;br /&gt;
Read more on the [http://www.bay12forums.com/smf/index.php?topic=63484.0/ bay 12 forum post]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld 2.0] ===&lt;br /&gt;
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode.  It also has a pictographic view which makes finding waterfalls easy.  &lt;br /&gt;
&lt;br /&gt;
Isoworld can link with DFhack to display a game view at full spatial resolution in wider context, including tracking the game view.  This is particularly useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], download at [http://df.zweistein.cz/soundsense/ homepage].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=119575.0 DFHack Utility Plugins] ===&lt;br /&gt;
A collection of DFHack plugins that improve the in-game interface with features such as:&lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://code.google.com/p/dwarftherapist/ Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.12 is out. This version supports DF builds up to 0.34.02 by default, but with the auto-update it supports up to 0.34.10.&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
Discussion on Bay 12 Games forums: http://www.bay12forums.com/smf/index.php?topic=66525&lt;br /&gt;
&lt;br /&gt;
====For Mac users====&lt;br /&gt;
A DT version for natively running it on OSX is in the works by DwarfEngineeer and beta versions compatible with 34.03+ are now available on [http://code.google.com/p/dwarftherapist/downloads/list the dwarftherapist downloads page]. A mac version of this utility (built by ghalidrim) is outdated and is compatible with DF version 31.25. It is free for download at [http://dffd.wimbli.com/file.php?id=4463 the DF file depot]. It is also possible to use DT with the latest version of DF by using &lt;br /&gt;
=====Dwarf Therapist and Dwarf Fortress on Mac using Wine=====&lt;br /&gt;
# Download latest windows versions [http://www.bay12games.com/dwarves/ DF] and [http://code.google.com/p/dwarftherapist/downloads/list DT].&lt;br /&gt;
# Download winebottler http://winebottler.kronenberg.org/. It should also download wine. Launch them both.&lt;br /&gt;
# Click the Wine icon on your taskbar and find Change Prefix. &lt;br /&gt;
# From there, create a prefix (it may auto-detect some other games and create prefixes for them, don't bother with that) in a convenient directory, call it 'generic' or something.&lt;br /&gt;
# Click Change Prefix again after it's done configuring and make sure Wine is using that one.&lt;br /&gt;
# Move DF and DT to the Program Files associated with the *general* prefix. DT won't find any running versions of DF otherwise. Mine was located in *username*/documents/generic/drive_c/program files.&lt;br /&gt;
# When launching DF and DT a small window pops up asking which prefix you want to use, choose general.&lt;br /&gt;
# Strike the earth.&lt;br /&gt;
&lt;br /&gt;
If Dwarf Therapist in Wine starts running slow or gets really laggy, find it's preference file, &amp;quot;Dwarf Therapist.ini,&amp;quot; and trash it.&lt;br /&gt;
It is located in *username*/documents/generic/drive_c/users/*usernameagain*/application data/UDP Software/.&lt;br /&gt;
If you are using MacNewbie, it is located in &amp;quot;~/.config/UDP Software/&amp;quot;.&lt;br /&gt;
==== Splinterz Fork ====&lt;br /&gt;
&lt;br /&gt;
This is a fork from the original DwarfTherapist made by user Splinterz: &lt;br /&gt;
http://code.google.com/r/splintermind-attributes/&lt;br /&gt;
&lt;br /&gt;
This version contains the &amp;quot;labor optimizer&amp;quot; semi-automatic labor management system. As of 2013-07-24 Windows, Linux and OS X builds are avaliable.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Builder (OSX) ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=106974.0|&amp;quot;Dwarf Builder&amp;quot;] for OS X is also available. It contains a working version of Dwarf Therapist, which can be created using &amp;quot;Build Dwarf Therapist&amp;quot; (or DT).&lt;br /&gt;
&lt;br /&gt;
===[[Utility:DFHack|DFHack]]===&lt;br /&gt;
&lt;br /&gt;
DFHack is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Releases support versions up through 0.34.11 (as of June 22nd, 2012). Runs on Windows, Linux, and MacOS X.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=91166.0 official forum thread].&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [https://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Also see [[Main:Quickfort Community Blueprints|Quickfort Community Blueprints]].&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===&lt;br /&gt;
requires an additional (tiny) download to be funtional for current versions (34.#): http://dffd.wimbli.com/file.php?id=5491 .  generate worlds to your liking easier or faster than df's ingame map maker.  easy access to world settings too to modify. [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress World Generator ===&lt;br /&gt;
A small bash script for automating world generation of large numbers of worlds on GNU/Linux. [http://pastebin.com/jdVKPzpt pastbin],[http://redd.it/yk6o9 reddit thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===&lt;br /&gt;
A photoshop action script which turns legends mode exported maps into a much prettier fantasy map.  There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
Raw files manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702.0 Legends Viewer] ===&lt;br /&gt;
Allows browsing legends easily.&lt;br /&gt;
&lt;br /&gt;
** Please note if you use DFHack's workflow tool, clear your workflow in either adventure mode or fortress mode prior to exporting the XML. The settings are stored in HEX format as legendary figures and you will get the HEX error when trying to import the XML into the viewer.&lt;br /&gt;
&lt;br /&gt;
=== Lazy Newb Pack ===&lt;br /&gt;
A commonly-used software bundle with a nice launcher. Allows to start playing DF really quickly on a new machine - no need to download and integrate common [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc - or even know what you need to get.  &lt;br /&gt;
&lt;br /&gt;
There are multiple versions available, including:&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=59026.0 Traditional Lazy Newb Pack] (windows&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=7622 Expanded and Updated Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=7692 Experimental Mac Lazy Newb Pack] (OS X, incomplete alpha release)&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
'''The tools listed below are under development for DF 2012, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities|*]]&lt;br /&gt;
&lt;br /&gt;
[http://main.tribenine.org/comparison.gif DFMAP](''Title subject to change'') Is a tool currently under development by the Authors [http://facepunch.com/member.php?u=10197 Kabookie](Art Direction) and [http://facepunch.com/member.php?u=185724 Neo Kabuto](Programming) That will take the RAW files of your currently generated map and turn them into beautiful renditions of ancient maps. The project should be completed the first quarter of 2013. For any information contact us at: kaleb@tribenine.org/&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Installation&amp;diff=190671</id>
		<title>v0.34:Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Installation&amp;diff=190671"/>
		<updated>2013-07-24T14:05:51Z</updated>

		<summary type="html">&lt;p&gt;Fricy: editied link to point to an updated macnewbie pack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
= Download =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (check the top of the page).&lt;br /&gt;
&lt;br /&gt;
You can also download the latest version here:&lt;br /&gt;
{{News/Mirrors/{{current/version}}}}&lt;br /&gt;
Windows users: Use the &amp;quot;Main&amp;quot; version unless there's some reason not to.&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
*[[Main:Lazy Newb Pack|Lazy Newb Pack]] (Windows Only) - the full game plus utilities and graphics sets in one big package&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960.0 MacNewbie] - same thing as LNP, just for Mac users&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=106974.0 Dwarf Builder] - a Mac tool that packages Dwarf Fortress (and Dwarf Therapist)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] - improves the look of tiles&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set] - another graphics set&lt;br /&gt;
*[[Utilities#Dwarf_Therapist|Dwarf Therapist]] - Utility for managing dwarves&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]] and [[Tilesets|tilesets]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].&lt;br /&gt;
&lt;br /&gt;
There's also the (Windows only) [[Main:Lazy Newb Pack|Lazy Newb Pack]] which has several tilesets and utilities gathered together to make it easier for new players to get started and to experiment with the different tilesets. The only disadvantage to downloading LNP is that there is usually some lag time between when a new version of the game is released and when the LNP is updated to include it. So, if a new version of the game has just been released it may not be in the LNP yet.&lt;br /&gt;
&lt;br /&gt;
As for Mac, there is [http://www.bay12forums.com/smf/index.php?topic=128960.0 MacNewbie], which also contains some tilesets and utilities (even DFHack). There is also user-friendly init editor, which features colors and some most popular options to edit.&lt;br /&gt;
&lt;br /&gt;
Also see [[Utilities]] for a long list of utilities that people have created, including the incredibly useful [[Utilities#Dwarf_Therapist|Dwarf Therapist]], something that many people won't play the game without.&lt;br /&gt;
&lt;br /&gt;
A guide to installing dwarf fortress using third party software can be found [http://www.youtube.com/watch?v=QmkPbGrH7VA&amp;amp;feature=plcp here].&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
For development purposes (such as changing libraries or patching), you may want to install [http://developer.apple.com Apple's developer tools]. Also note that running the Windows version of DF through wine requires X11 or XQuartz. However, these shouldn't be necessary for simply playing DF.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
The Linux version of the game is shipped as a compiled 32-bit x86 (Intel/AMD) application. It will also run on a system with a 64-bit AMD or Intel processor and a 64-bit kernel, provided that you have the (32-bit) shared libraries available that the program needs.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run '''tar xjf /path/to/df_XX_YY_linux.tar.bz2''' (where df_XX_YY_linux.tar.bz2 is the filename).  Then run '''cd df_linux''' to change into the new directory.&lt;br /&gt;
* '''Running''': Run '''./df''' to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
* '''Troubleshooting''': If you get an error like this:&lt;br /&gt;
 ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_image-1.2.so.0:&lt;br /&gt;
 cannot open shared object file: No such file or directory&lt;br /&gt;
: it means that your system is missing one or more shared libraries.&lt;br /&gt;
&lt;br /&gt;
To fix this problem run the following commands in a new terminal:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
sudo apt-get install ia32-libs&amp;lt;br /&amp;gt;&lt;br /&gt;
sudo apt-get install libsdl-image1.2&amp;lt;br /&amp;gt;&lt;br /&gt;
sudo apt-get install libsdl-sound1.2&amp;lt;br /&amp;gt;&lt;br /&gt;
sudo apt-get install libsdl-ttf2.0-0&amp;lt;br /&amp;gt;&lt;br /&gt;
sudo apt-get update&amp;lt;br /&amp;gt;&lt;br /&gt;
sudo apt-get upgrade&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the last command has finished (it should take about 5-10 minutes) go back to the old terminal and retry the ./df command.&lt;br /&gt;
&lt;br /&gt;
* '''Upgrading''': Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
Alternatively, downloading the windows version and running it with the wine emulator works fine. This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
&lt;br /&gt;
=== 32-bit vs. 64-bit systems ===&lt;br /&gt;
&lt;br /&gt;
Modern desktop PCs (of the Intel/AMD persuasion) contain CPUs that can run in either 32-bit or 64-bit modes.  When you install Linux, you choose one of these architectures.  The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check:&lt;br /&gt;
&lt;br /&gt;
 $ file /bin/ls&lt;br /&gt;
 /bin/ls: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked (uses shared libs),&lt;br /&gt;
 for GNU/Linux 2.6.18, stripped&lt;br /&gt;
&lt;br /&gt;
The above would indicate a 64-bit system.  Here's one from a 32-bit system:&lt;br /&gt;
&lt;br /&gt;
 $ file /bin/ls&lt;br /&gt;
 /bin/ls: ELF 32-bit LSB executable, Intel 80386, version 1 (SYSV), dynamically linked (uses shared libs),&lt;br /&gt;
 for GNU/Linux 2.6.18, stripped&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is compiled for 32-bit systems, so if you're on a 32-bit system, things will be slightly easier.  If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them.  Use your distribution's package manager for this -- details will be extremely distribution-specific.  You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you're on a 64-bit system, then things get a bit trickier.  Since DF is a 32-bit application, it needs 32-bit versions of the shared libraries.  Some Linux distributions provide these in one or more packages that you can download.  For example, in Debian, the ia32-libs package contains most of the common 32-bit libraries, including libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
==== How-to for Debian and similar ====&lt;br /&gt;
&lt;br /&gt;
On Ubuntu/Debian and its derivatives, installing 32-bit libraries is as easy as appending &amp;quot;:i386&amp;quot; to the name of the library.  For libsdl-image and libsdl-ttf, this amounts to:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libjpeg62:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
etc.. Alternatively, you can use &lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install ia32-libs&lt;br /&gt;
&lt;br /&gt;
to install a bunch of 32-bit packages which includes those needed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
'''Sound'''&lt;br /&gt;
&lt;br /&gt;
After doing this, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources.  I'll show the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
&lt;br /&gt;
Another common difficulty with 64bit systems is related to the art packs. When DF is run on most (?all) 64bit Unix systems, it generates error messages related to the PNG variants of the art files, errors which prevent the game from starting.&lt;br /&gt;
&lt;br /&gt;
To solve this problem, you must first edit the ''/data/init/init.txt'' file and set the game to use the BMP variants of the art files, instead of the default PNG. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the ''init'' files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
=== Install on Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing to the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Sy&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and you graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
If you have ATI graphics install lib32-catalyst-utils with:&lt;br /&gt;
  pacman -S lib32-catalyst-utils &lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=190277</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=190277"/>
		<updated>2013-07-22T10:58:38Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Lazy Newb Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''You may also like to see the [[Main:Tileset repository|Tileset repository]] or [[Main:Graphics set repository|Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress players and modders.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ DF Map Archive] ===&lt;br /&gt;
&lt;br /&gt;
* http://mkv25.net/dfma/&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them.  &lt;br /&gt;
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website] (currently not accessible)&lt;br /&gt;
*Download from [http://dffd.wimbli.com/file.php?id=997 DF File Depot]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file, and functions as a viewer for this format.  It can also export the maps to PNG format.  &lt;br /&gt;
&lt;br /&gt;
The .fdf-map file can then be shared with your friends by uploading to the [http://mkv25.net/dfma/ DF Map Archive] that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007.  The web site is currently not accessible.  Extract from the website :&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile.  What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further.  The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a little bit of information at the [http://dffd.wimbli.com/file.php?id=997 DF File Depot] page, where the compressor can be downloaded:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;It requires either .NET 2.0 or newer (If you have Windows Vista, you already have this, if not, you might need to get it), or if you're on Linux or a Mac or other non-Windows OS, requires Mono.&lt;br /&gt;
* .NET 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&lt;br /&gt;
* Mono: http://www.mono-project.com/&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get it working on OSX, according to [http://www.bay12forums.com/smf/index.php?topic=64174.msg1511109#msg1511109 this forum post]:&lt;br /&gt;
:1. [http://www.go-mono.com/mono-downloads/ download the Mono Framework] and install it.  If you're on a modern Mac, you want the [http://ftp.novell.com/pub/mono/archive/2.8.1/macos-10-x86/3/MonoFramework-2.8.1_3.macos10.novell.x86.dmg latest Intel version], which requires OSX 10.5 or 10.6.  [http://www.mono-project.com/OldReleases Older versions are available] but no longer supported.&lt;br /&gt;
:2. export your map from Dwarf Fortress (Esc -&amp;gt; Export Local Image)&lt;br /&gt;
:3. download the [http://dffd.wimbli.com/file.php?id=997 DF Map Compressor from the DF File Depot].&lt;br /&gt;
:4. open the terminal, navigate to the DF Map Compressor folder and type:&lt;br /&gt;
 mono DwarfFortressMapCompressor.3.3.4.exe&lt;br /&gt;
:5. WAIT a bit for the DF Map Compressor windows to appear (''I almost thought it had crashed, it's rather slow'')&lt;br /&gt;
:6. follow the on screen instructions&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense is now in version 2.3 Slate, supports v0.31.21 - [http://stonesense.googlecode.com/files/Stonesense_Slate_2.3.zip Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
It is possible to get a quick working version of Stonesense for versions up to v0.31.21, without compiling the SVN development version (or downloading the new non SVN version), by downloading the updated [http://stonesense.googlecode.com/svn/trunk/Memory.xml Memory.xml] and overwriting the file of the same name in the base directory of Stonesense 2.2. If (and only if), this does not work, download and replace [http://stonesense.googlecode.com/svn/trunk/dfhack.dll dfhack.dll]. If it still doesn't work, replace [http://stonesense.googlecode.com/svn/trunk/stonesense.exe stonesense.exe]. If it displays a problem with missing dlls, download these .dll files [http://stonesense.googlecode.com/svn/trunk/allegro-5.0.dll 1], [http://stonesense.googlecode.com/svn/trunk/allegro_dialog-5.0.dll 2], [http://stonesense.googlecode.com/svn/trunk/allegro_font-5.0.dll 3], [http://stonesense.googlecode.com/svn/trunk/allegro_image-5.0.dll 4], [http://stonesense.googlecode.com/svn/trunk/allegro_primitives-5.0.dll 5], [http://stonesense.googlecode.com/svn/trunk/allegro_ttf-5.0.dll 6] and place them in the Stonesense base directory.&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Overseer|Fortress Overseer]] ===&lt;br /&gt;
''by thewonderidiot and sexymustard''&lt;br /&gt;
&lt;br /&gt;
Overseer is a full 3D visualizer for v0.31 using the DFHack library. Its appearance is highly customizable and will be even more so in the near future. Check out its [http://www.bay12forums.com/smf/index.php?topic=63484.0 forum thread] for more details or download it from [http://dffd.wimbli.com/file.php?id=3882 here].&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], download at [http://df.zweistein.cz/soundsense/ homepage].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Utility:Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[v0.31:Utilities#DFHack|DFHack]]'s reveal command works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=66525 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.12 is out. This version supports DF builds up to 0.34.02.&amp;lt;!--, although information on patches for newer versions can be found below--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''NOTE'': DwarfEngineer has taken over chmod's task in maintaining this MOD.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.&lt;br /&gt;
N.B. Dwarftherapist appears to be automatically updating; 0.6.9 updated automatically from 0.31.19 to 0.31.21 on Windows SDL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====For Mac users====&lt;br /&gt;
A mac version of this utility (built by ghalidrim and compatible with the DF version 31.25) is free for download at [http://dffd.wimbli.com/file.php?id=4463 the DF file depot]. Beware though : this is a test build, so there may be bugs, use with care! It is also possible to use it with the latest version of DF by using Wine. A DT version for natively running it on OSX is in the works by DwarfEngineeer and should be ready in 2012 March-April.&lt;br /&gt;
&lt;br /&gt;
=====Dwarf Therapist and Dwarf Fortress on Mac using Wine=====&lt;br /&gt;
# Download latest windows versions of [http://www.bay12games.com/dwarves/ DF] and [http://code.google.com/p/dwarftherapist/downloads/list DT].&lt;br /&gt;
# Download winebottler http://winebottler.kronenberg.org/. It should also download wine. Launch them both.&lt;br /&gt;
# Click the Wine icon on your taskbar and find Change Prefix. &lt;br /&gt;
# From there, create a prefix (it may auto-detect some other games and create prefixes for them, don't bother with that) in a convenient directory, call it 'generic' or something.&lt;br /&gt;
# Click Change Prefix again after it's done configuring and make sure Wine is using that one.&lt;br /&gt;
# Move DF and DT to the Program Files associated with the *general* prefix. DT won't find any running versions of DF otherwise. Mine was located in *username*/documents/generic/drive_c/program files.&lt;br /&gt;
# When launching DF and DT a small window pops up asking which prefix you want to use, choose general.&lt;br /&gt;
# Strike the earth.&lt;br /&gt;
&lt;br /&gt;
If Dwarf Therapist in Wine starts running slow or gets really laggy, find it's preference file, &amp;quot;Dwarf Therapist.ini,&amp;quot; and trash it.&lt;br /&gt;
It is located in *username*/documents/generic/drive_c/users/*usernameagain*/application data/UDP Software/.&lt;br /&gt;
&lt;br /&gt;
====For Linux users====&lt;br /&gt;
There are repositories with a Linux version of DwarfTherapist available for download.&lt;br /&gt;
&lt;br /&gt;
=====Instructions (Ubuntu)=====&lt;br /&gt;
Run &amp;quot;Software Sources&amp;quot; (super/windows key, type &amp;quot;software s&amp;quot; and click) [System-&amp;gt;Administration-&amp;gt;Software Sources]&lt;br /&gt;
Click Other Software, then Add&lt;br /&gt;
For Ubuntu 10.04 (Lucid) paste: &amp;lt;pre&amp;gt;deb http://dwarftherapist.com/apt lucid universe&amp;lt;/pre&amp;gt;&lt;br /&gt;
For Ubuntu 11.10 (Oneiric) paste: &amp;lt;pre&amp;gt;deb http://dwarftherapist.com/apt oneiric universe&amp;lt;/pre&amp;gt;&lt;br /&gt;
Click on line that says (Source Code) on the end; Remove.&lt;br /&gt;
Open a terminal and&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get update&lt;br /&gt;
sudo apt-get install dwarftherapist&amp;lt;/pre&amp;gt;&lt;br /&gt;
To run, run &amp;quot;dwarftherapist&amp;quot; from the terminal or create a shortcut on the desktop.&lt;br /&gt;
When you run, a box asking for root privileges should pop up.&lt;br /&gt;
&lt;br /&gt;
See http://code.google.com/p/dwarftherapist/wiki/LinuxVersion for updates.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.9 is out for Windows, currently supporting 0.31.25. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and runes (letters) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== DFHack ===&lt;br /&gt;
&lt;br /&gt;
DFHack is an advanced Dwarf Fortress memory access library and a set of tools using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. The last release for this version supports 0.31.25 only, and it runs on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=91166.0 official forum thread].&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [https://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Also see [[Main:Quickfort Community Blueprints|Quickfort Community Blueprints]].&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=64723.15 DF Architect] ===&lt;br /&gt;
DF Architect is a short cut to using Chromafort in conjunction with DF Designer. It uses 24-bit bitmap files and directly designates them into Dwarf Fortress. It is an early release program and currently only supports digging, stairs (up, down, and both), and ramps. Its defining feature is the use of an 'index' which allows for the designer to visually connect the cursor to the image. Be careful when using this program as it had no abort or terminating ability while designating, nor will it check to see if you've uploaded correct formats.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.nickskvarla.com/dwarf/ Quickfort Mapping Tool] === (This link is dead -- is there an updated link?)&lt;br /&gt;
Quickfort Mapping Tool is a simple to use web app for creating Quickfort blueprints graphically.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2088 Accent replacement tool] ===&lt;br /&gt;
A small application to remove accented characters from a file. A quick solution if you need the language files for a tileset that has images in place of special characters.&lt;br /&gt;
Alternatively, you can use this 20-line perl script: http://github.com/rofl0r/df-mayday/blob/master/charfix.pl&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=90725.0 NightS' Easy metal creator] ===&lt;br /&gt;
A small script in batch which lets you make new metals easily by introducing their raw values. It provides values of ingame metals as example for the most obscure values.&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Raw tile selector]] ===&lt;br /&gt;
&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2113 Download]&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== Raw tile merger ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2178 Download]&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
It is a Windows program but can also be run under Linux with help of Mono. You can install the required Mono packages by typing this into the terminal (Debian and Debian-based distributions only):&lt;br /&gt;
  sudo apt-get install libmono-system-windows-forms4.0-cil libmono-system-core4.0-cil&lt;br /&gt;
After installing this you should be able to double-click on the exe and it should work.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 Map Maker] ===&lt;br /&gt;
Tool to create realistic-looking fantasy maps out ouf worldgen export. [http://dffd.wimbli.com/file.php?id=4359 download link]&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
=== [http://kmkeen.com/df2ttf/ df2ttf] ===&lt;br /&gt;
df2ttf allows you to convert any Dwarf Fortress tileset (png or bmp) into a TrueType Font equivalent. It's great for running Dwarf Fortress in ncurses mode.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=4238 Dwarven Guidance Counselor] ===&lt;br /&gt;
The Dwarven Guidance Counselor is a JavaScript/HTML page that lets you input a dwarf's attributes and traits, and gives an estimate of how well that dwarf will serve in a particular job.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=126076 Lazy Newb Pack Expanded] ===&lt;br /&gt;
Everything you could possible ever need all in one handy program. It includes graphics packs, DF Hack tools, StoneSense, and much more.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702.0 Legends Viewer] ===&lt;br /&gt;
Recreates Legends Mode from exported data. Browser like navigation, including tabs, allows to easily view other people/places/entities by just clicking names in the event logs or search lists.&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities|*]]&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Fricy&amp;diff=190276</id>
		<title>User talk:Fricy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Fricy&amp;diff=190276"/>
		<updated>2013-07-22T08:16:05Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Block ==&lt;br /&gt;
&lt;br /&gt;
You've been unblocked - sorry about that! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 19:01, 21 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just looked at the page of recent changes: Wow, that's a lot of spam accounts, I can see now how you missed me. NP, thx for the fast response.&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=190232</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=190232"/>
		<updated>2013-07-19T23:00:28Z</updated>

		<summary type="html">&lt;p&gt;Fricy: updating cart mechanics. all edits are backed by test data.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
The minecarts can be used to swiftly transport both dwarfs and large amount of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need a actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track from where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stand at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. Though, the load of a minecart do affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Track stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecart_launcher|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Example|route example]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp;mdash; 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.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
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 &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &amp;lt;!-- How, exactly? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is roller pushing from  East to West.&lt;br /&gt;
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'.&lt;br /&gt;
&lt;br /&gt;
This switch has a disadvantage - it requires power.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;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).&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO&lt;br /&gt;
 in  ═╔═╗O&lt;br /&gt;
 out ═╬═╝O&lt;br /&gt;
     O╚S╝O&lt;br /&gt;
     OOOOO&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current title (speed is reduced by &amp;quot;friction&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (4900+10)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (4900-10)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
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}})&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*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}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190229</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=190229"/>
		<updated>2013-07-19T22:47:35Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Mess */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
Launching soldiers into battle is problematic, a straight forward shot would require a perfectly flat arrival zone and ballistic launches seem to be truly safe only if the cart is caught and stopped at the apex of its flight curve. It does make for a spectacular rollercoaster-type construction - about 70 tiles forward distance and over 20 z-levels ascent in free flight are possible, with perfect safety barring freak accidents.&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
Hatches don't seem to have an own 'direction' that would overwrite underlying tracks (which is what allows bridges to operate as switches). At least in my test, a cart followed a hatch-covered track corner faithfully instead of continuing in a straight line. You can use hatches over downward ramps to switch a track between two z-levels, however, and for that purpose, hatches are probably superior to (1x1 retreating) bridges because of their immediate response. &lt;br /&gt;
PS: hatches over downward ramps are of limited usefulness if the hatch can open while the cart is passing over it. It seems that a hatch opening under a cart forces the minecart to 'fall', nullifying its forward velocity. It will then roll off the ramp at much too little speed to climb back up a ramp. A cart propelled by a highest-speed roller can ascend a ramp and will 'bounce back' if the ramp exit is blocked by a closed hatch. This appears to be somewhat more useful for switching tracks with hatches. There are other options of using hatch covers as cart switches, but those are hard to pull off without abusing the bugs concerning ramps.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
:::::I filed this as a {{bug|6296}}. I'll add this bug to the article later if no problem would arise. --[[User:HYBRID BEING|HYBRID BEING]] 05:45, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;br /&gt;
&lt;br /&gt;
== Magma Transport ==&lt;br /&gt;
&lt;br /&gt;
When trying to fill a mine cart with magma, apparently it is possible that the minecart can go under Magma fast enough where no magma will settle inside the cart. --[[User:Mnjiman|James H]] ([[User talk:Mnjiman|talk]]) 04:43, 18 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are you sure that minecart does not just skim over the magma? I've seen similar symptoms: fast (well, relatively. after going one or two ramps down IIRC) minecart, no magma at the end of the route. But looking at it in step mode I saw that minecart never drops in magma to begin with. Best way is to just drop minecarts in magma from above, I suppose. --[[User:Elfy|Elfy]] ([[User talk:Elfy|talk]]) 12:29, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mess ==&lt;br /&gt;
This article is a mess, how can it be Masterwork? It even has redlinks. Sure, there is quite an amount of content and the examples are well done, but the arrangement doesn't make it easy for new players. It certainly isn't &amp;quot;aesthetically pleasing.&amp;quot; The lede is random content dumped there:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Since their introduction in version 0.34.08, a new hauling labor preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&amp;quot; does not belong in the lede either. Instead there should be a section ==Using Minecarts== that covers just such basics.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&amp;quot; certainly doesn't belong in the lede.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;The invention of minecarts revolutionized the Science of Dwarfputing by enabling smaller, faster logic systems to be built.&amp;quot; and then not a word follows in the article unless I overlooked it.&lt;br /&gt;
&lt;br /&gt;
*The section on tracks opens quite abruptly. The very least would be a sentence like &amp;quot;to do anything useful with  minecarts you need to create tracks&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*I would also argue against &amp;quot;Covers an important &amp;quot;must-read&amp;quot; topic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Physics covers some really obscure details that might fit better with quirks. In any case both sections need a merge and/or reorganizing.&lt;br /&gt;
&lt;br /&gt;
*Capacity should be near the top as it is essential info for the player who asks: is it economically worth it? and certainly is basic info.&lt;br /&gt;
&lt;br /&gt;
*An article using an elven word like &amp;quot;boulders&amp;quot; should be auto-disqualified. I fixed this.&lt;br /&gt;
&lt;br /&gt;
* The Capacity section was worded poorly. I tried to improve it.&lt;br /&gt;
--[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 18:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I have done some major rework and restructuring. Hopefully it's much better now. [[User:Sorno|Sorno]] ([[User talk:Sorno|talk]]) 21:58, 27 June 2013 (UTC)&lt;br /&gt;
::: Thanks. I somehow missed this post, but I like your improvements. :) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:53, 28 June 2013 (UTC)&lt;br /&gt;
::::Much better now thanks you for your work. I did some extensive minecart testing and added some additional info to the numbers behind the scene. Feel free to reword my paragraph, as english is not my native language, but the info I added is accurate, so don't change it. fricy -(20 July, '13)&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=190228</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=190228"/>
		<updated>2013-07-19T22:37:52Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Numbers behind the scene */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
The minecarts can be used to swiftly transport both dwarfs and large amount of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need a actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track from where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stand at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. Though, the load of a minecart do affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Track stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecart_launcher|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Example|route example]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp;mdash; 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.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
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 &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &amp;lt;!-- How, exactly? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is roller pushing from  East to West.&lt;br /&gt;
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'.&lt;br /&gt;
&lt;br /&gt;
This switch has a disadvantage - it requires power.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;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).&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO&lt;br /&gt;
 in  ═╔═╗O&lt;br /&gt;
 out ═╬═╝O&lt;br /&gt;
     O╚S╝O&lt;br /&gt;
     OOOOO&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current title (speed is reduced by &amp;quot;friction&amp;quot; of the tile). Once cart accumulates 100000 distance units, it moves to the next tile (or several tiles in case of great speed). 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (4900+10)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (4900-10)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
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}})&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*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}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=190227</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=190227"/>
		<updated>2013-07-19T22:10:59Z</updated>

		<summary type="html">&lt;p&gt;Fricy: /* Numbers behind the scene */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
The minecarts can be used to swiftly transport both dwarfs and large amount of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need a actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track from where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stand at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. Though, the load of a minecart do affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Track stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecart_launcher|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Example|route example]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp;mdash; 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.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
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 &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &amp;lt;!-- How, exactly? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is roller pushing from  East to West.&lt;br /&gt;
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'.&lt;br /&gt;
&lt;br /&gt;
This switch has a disadvantage - it requires power.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;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).&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO&lt;br /&gt;
 in  ═╔═╗O&lt;br /&gt;
 out ═╬═╝O&lt;br /&gt;
     O╚S╝O&lt;br /&gt;
     OOOOO&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current title (speed is reduced by &amp;quot;friction&amp;quot; of the tile). Once cart accumulates 100000 distance units, it moves to the next tile (or several tiles in case of great speed). 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.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (4900+10)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (4900-10)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
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}})&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*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}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Fricy</name></author>
	</entry>
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