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{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}
 
{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}
A '''minecart''' is a [[tool]] used mostly for [[hauling]], introduced in version 0.34.08. It can be 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 dwarves hauling objects by hand, 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]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].
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A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It can be 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 [[death|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]].
  
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% 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]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track{{cite forum|109460/3289070}}. However, minecarts moving fast enough or being ridden cannot be stolen.
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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.
  
 
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.
 
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.
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'''Carved'''
 
'''Carved'''
  
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.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.
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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.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.
  
 
'''Constructed'''
 
'''Constructed'''
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=== Danger ===
 
=== Danger ===
Minecarts are not without <strike>danger</strike> [[fun]]. 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.
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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.
 
 
The only <s>fool</s>''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps a single-tile hole. Minecarts moving at reasonable speed will jump the gap, while creatures will not. Other options include adding vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).
 
  
 
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 <s>better</s> worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, "Accidental grapeshotting of the dining room should be possible now."
 
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 <s>better</s> worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, "Accidental grapeshotting of the dining room should be possible now."
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=== Automated propulsion ===
 
=== Automated propulsion ===
 
==== Roller ====
 
==== Roller ====
{{Main|Roller}}
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{{Machine component|name=Roller|key=r
 +
|construction=
 +
* 1 or more [[Mechanism]]s
 +
* 1 [[Rope]]
 +
|construction_job=
 +
* [[Mechanic|Mechanics]]
 +
|power=Uses 2 power per tile (independent of speed).
 +
}}
 +
 
 +
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]], ''(length/4)+1'' [[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 (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.
  
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|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. 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 (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.
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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.
  
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.
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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).  Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors. 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.
  
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.
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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 &mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.
  
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{{cite forum|109460/3286235}} &mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.
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All rollers transmit power ''perpendicular'' to their activity direction.
 +
Rollers that are only one tile long transmit power in all four cardinal directions, on the same level, and can thus serve as a replacement for gear assemblies when switching power on/off or vertical connection is not required; the roller takes a mechanism and a rope to build, but only consumes two power. Longer rollers can ''also'' transmit power along their activity direction (along the tracks) if the 'build order' is correct, but the rules are complicated and such power transmission will permanently cease or never become available if the conditions are not met. It's generally better not to rely on such transmission.
  
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.
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Rollers cannot be powered from above.
  
 
==== Impulse ramps ====
 
==== Impulse ramps ====
Carts can be given momentum without rollers or changing z-level through a phenomenon called "impulse ramps". A track ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart towards the connected floor tile, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all.
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Carts can be given momentum without rollers or changing z-level through a phenomenon called "impulse ramps". 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.
  
 
Example of straight impulse acceleration:
 
Example of straight impulse acceleration:
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  ▒▒▒▒▒▒▒▒▒▒
 
  ▒▒▒▒▒▒▒▒▒▒
 
═╚╚╚╚╚╚╚╚╚╚═
 
═╚╚╚╚╚╚╚╚╚╚═
▒ : Wall
 
 
═ : Normal track  
 
═ : Normal track  
╚ : Track ramp (NE)
+
╔,,╗,╝ : N/E Track/Ramp
 
}}
 
}}
  
If a cart enters from the left, it will speed up on upward track and exit to the right going very very fast - more than one tile every step. If it enters from the right then it will bounce back impulsed by the ramp if it's going slow enough.
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If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast.  
  
 
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.
 
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.
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░ : Wall
 
░ : Wall
╔,╚,╗,╝ : Track ramp
+
╔,╚,╗,╝ : Track/Ramp
 
▼ : Down Ramp (empty space)
 
▼ : Down Ramp (empty space)
 
}}
 
}}
 
 
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper "up" and "down" connections are treated as flat track, even if they actually go up or down z-levels. This allows building "anti-impulse" slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.
 
  
 
=== Controlling traffic ===
 
=== Controlling traffic ===
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Here the track between A and C is not continuous. The only continuous track is A->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).
 
Here the track between A and C is not continuous. The only continuous track is A->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).
  
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.
+
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers. To gain sufficient speed, a cart must be accelerated by ramps, either by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.
  
 
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.   
 
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.   
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<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ -->
 
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ -->
  
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 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:
+
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:
  
Will derail at > 0.5 t/st:
+
Will derail at > 0.5 m/s:
  
 
  in  ═╗->  
 
  in  ═╗->  
 
     out
 
     out
  
Will not derail at > 0.5 t/st:
+
Will not derail at > 0.5 m/s:
  
 
  in  ═╗O
 
  in  ═╗O
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=== Loading liquids ===
 
=== Loading liquids ===
[[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. In addition, minecarts will not fill if they are moving too quickly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ.
+
[[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.
  
 
== Quirks ==
 
== Quirks ==
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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.
 
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.
  
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance{{cite forum|109460/3377228}}. Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}
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Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance (from [http://www.bay12forums.com/smf/index.php?topic=109460.msg3377228#msg3377228 this post]). Dwarves riding in submerged minecarts will gain experience in [[swimming]].[http://www.bay12forums.com/smf/index.php?topic=129889.0]
  
 
== Physics ==
 
== Physics ==
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=== Falling ===
 
=== Falling ===
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart "stacking" across Z-levels.{{cite devlog|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.
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When falling, a minecart appears to cause no damage upon collision, possibly to allow cart "stacking" 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.
  
 
=== Stacking ===
 
=== Stacking ===
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According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:
 
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:
  
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. By going down a large number of ramps, a maximum speed of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.
+
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.
  
 
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by "friction" 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.
 
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by "friction" 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.
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| Water
 
| Water
 
| Additional (WaterLevel - 1) * 100
 
| Additional (WaterLevel - 1) * 100
| rowspan="2" | [[#Skipping|See Skipping]]
+
| [[#Skipping|See Skipping]]
 
|-
 
|-
 
| Magma
 
| Magma
 
| Additional (WaterLevel - 1) * 500
 
| Additional (WaterLevel - 1) * 500
 +
| [[#Skipping|See Skipping]]
 
|-
 
|-
 
| Empty space
 
| Empty space
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== Non-standard uses ==
 
== Non-standard uses ==
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin. Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.
+
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin. Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.  
  
 
== Adventure mode ==
 
== Adventure mode ==
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== Forging and Melting ==
 
== Forging and Melting ==
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''one''' {{bug|6230}} [[adamantine]] wafer. (The latter is a bug in the smithing code - it's actually supposed to cost '''six'''.)
+
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''one''' {{bug|6230}} [[adamantine]] wafer. (the latter is a bug in the smithing code - it's actually supposed to cost '''six''')
 
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.
 
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 180%'''.
+
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 180%'''
  
 
== Bugs ==
 
== Bugs ==
 
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.
 
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.
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*Dwarves have a bad habit of dumping their worn clothes on the tracks after a minecart ride, which can prove deadly for whichever dwarf ventures onto the tracks to retrieve them later. Adding an automatically-operated [[hatch cover]] at the end of the ride can help prevent [[unfortunate accident]]s.
 
*Tracks block wagon access to trade depots.{{bug|6040}}
 
*Tracks block wagon access to trade depots.{{bug|6040}}
 
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).
 
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).
 
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}
 
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}
*The game will crash after a while if a minecart assigned to a route gets [[Steals items|stolen]], [[trade|traded away]], or [[Melt item|melted]] at a [[smelter]].{{bug|6242}}
+
*The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]], [[trade|traded away]], or [[Melt item|melted]] at a [[smelter]].{{bug|6242}}
 
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.
 
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.
 
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.
 
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.
 
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}
 
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}
 
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}
 
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}
 
  
 
{{Category|Fortress mode}}
 
{{Category|Fortress mode}}

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