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Editing User:CptFastbreak

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I tend to forget my thoughts on design strategy in between fortress builds, so I put them here.
 
I tend to forget my thoughts on design strategy in between fortress builds, so I put them here.
=Minecart hauling=
 
It is currently impossible to have a completely safe, micro free way to drop items down a shaft with minecarts due to a bug that causes items to do excessive damage when falling (spiderwebs falling 1 z-level have been reported to cave in skulls).
 
 
That notwithstanding, my experiments have shown that it is possible to have items drop only 1 z-level with the following setup. The dumping track is be 3 tiles long. The end leading to the shaft must have a track stop set to dump into the shaft. The other end has a stop set to not dump anything. The middle tile has a pressure plate set to trigger on any track condition linked to a retracting bridge directly above the square to be dumped into. When the cart is moved to the dump, the first pass over the plate will trigger the bridge, but it will be ignored because a second trigger follows immediately afterwards when the cart is moved back to the fillup point. At this point, the falling items have 100 steps (?) to reach the bridge to get stopped before the dumping. I'm not entirely sure how fast vertical movement is, but in my experience, about up to 20 z-levels is about enough to have the items rest comfortably on the bridge before it is opened shortly afterwards. Between 20 and at least 40, the items have not reached the bridge yet when it opens and will therefore directly fall to the ground.
 
 
 
=Defense=
 
=Defense=
 
My next fortress will use a "three lane" approach to fortress defense: three mutually exclusive routes that lead into my fort.
 
My next fortress will use a "three lane" approach to fortress defense: three mutually exclusive routes that lead into my fort.

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