![]() ![]() ![]() Question, just in case anyone knows - Aside from linking in a chain with feed/draw from mechanics, is there any way to set a "Priority" system for Stockpile deposits?Įg: Creating a stockpile in the depths for coal, giving it a priority of "1" to be sure that it is he first stockpile used to deposit coal, then using that one to feed others, higher up, to set up a "chain" to move that coal upstairs, rather than individuals traveling on-demand with wheelbarrows, or not, all the way up and down for one piece? (I'd have to use minecarts to rapidly move items across z-levels and the like, yes? IF I interpreted this correctly, I can't finagle the system to teleport stockpiled items, for instance. So, that's the "Reason Why Quantum Stockpiles," yes? It's to compress them into one tile, much like the Dump Stockpile does, except these are not then Forbidden and are treated just like they would be in any Stockpile, just all in one tile for space-saving purposes. (not counting the receiving stockpile area) It uses the idiosyncrasy of the Minecart dumping mechanics combined with "landed in a stockpile" sort of quirk, right? I do remember the vid and thanks for the detailed step-by-step.īut, the "reason why" still remains - I can see that the easiest reason is to compress a big Stockpile into a one-tile Stockpile. (I've got a decent fortress (Capitol/200+ dorfs) and probably need to start looking at this in some detail, now.) Have a victory beer you just made a quantum stockpile in this new interface. Top row minecart lookin thing and select your most fantastic of minecarts.ĩ. First icon bottom row, I was told in the past this doesn't matter.I trust nothing with this new interface so just set it up the same as the 2 stockpiles to save maybe headache idk.Ĩ. Second icon bottom row looks like a stockpile pop up that window, arrow in to minecart click that pick input pile, arrow out of minecart click that pick output pile.Ĩ. Third icon over bottom row with equality symbols and stuff, open it up and just delete all those conditionsħ. Make a hauling route, click the x-square barrel looking thing on tracks icon and click on your constructed track stopĦ. Build a minecart, preferably with olive wood spikes and menacing iron cabochonsĥ. Build a construction track stop out of whatever in the single space you left between the input and output pile set it to dump in the direction of the output pile.ģ. I usually also set it to not take from anywhere by clicking that barrel arrow thingy, not sure if it's really needed but just a habit.Ģ. This will be output or the quantumn part. Define a same 1 tile stockpile with one space between the 2 stockpiles. Define a whatever size stockpile like normal, set it to whatever, probably turn of barrels and bins for most stuff. Old breakdowns rely on the student being intimately familiar with Classic mode to decipher jargon and blinky ascii-like stuffthings.ġ. I've heard them mentioned and read/watched a short guide on them, but it didn't really "explain" them very well.Ĭan anyone share a "Steam Version DF" link to something that does a good job of going through the mechanics of them for a somewhat brite (70 watt bulb, maybe.) noob-in-the-ways-of-quantum-stockpile. ![]() Originally posted by Morkonan:A question on Quantum Stockpiles:
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