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File Listing: Dwarven Mass Transit v2
Last Updated: Mar 26, 2026, 12:44:17 pm
First Created: Mar 23, 2026, 06:34:04 am
File version: Unspecified
For DF version: 53.11
Downloads: 41 (48) Size: 49.13 MB
Views: 122 (160) Type: ZIP
Rating (0 votes): Unrated
Description
Continuation of: https://dffd.bay12games.com/file.php?id=17767

I fixed some flaws and improved the design as I built more stations.

The adventurer starts at (1,3), and can travel to any of the adjacent stations. (There's a crude map made from slabs where you start.)
If you want to reach the old (3,4) station, do so from one of the (X,4) stations, or you'll hit a dead end.
The station (3,3) would hypothetically be reachable from these, but the (3,4) design tends to break when carts arrive.

Some of the stations suffer from power failures:
(2,2) Paintdusts uses a screw pump based water reactor that doesn't want to function in adv mode.
(2,4) Toeletters uses water wheels over a brook that can freeze on cold nights. (It doesn't seem to work again after even when thawed.)
The rest use more reliable track dump based micro reactors, but even these can randomly fail.
I had to use "gui/liquids" to fix the flow state of the reactor at the starting location, and it will likely break if you travel too far away and come back.
(The result of a complete failure means you won't get up the arrival ramp. A partial failure can send you north regardless of coords.)
Only windmills are truly reliable in adv mode, and those are latitude dependent.

Upon loading the save:
1. Admire the map. (You can see connecting tracks under the slabs in graphic mode.)
2. The carts are set to take you to (2,4). You can change the coords if you want.
3. Ride the passenger cart west over the pressure plate.
4. By default, you'll travel (1,3) -> (2,3) -> (2,4).
5. After arriving, you can place the carts there onto the track, which are configured to (3,4).
(They're not left on the track because they'd be launched during the post-arrival reset. This flaw is fixed in other stations by adding an extra loop.)
6. This route goes under a mountain range to (3,4). (An improvement over fast travel!)
7. At (3,4) you'll need to reset the memory cells. (Don't put the carts on the track yet!)
7a. Jump across to the machinery, find the first loop and place that cart onto the plate next to it and back again.
(This flaw was fixed by just extending the memory cell rollers 1 tile.)
7b. Pick up the cart in the 2nd loop and drop it to reset its tile offset.
(This flaw required adding an extra tile before the cart splitter, which shuffles stuff around and makes fixing these old sites impractical.)
8. You can now jump back across and place the carts onto the track. (If you did this first, they got sent to the splitter without you; retrieve and redo step 7.)
9. By default, you'll be sent south to (3,3).
(The sites along the way are abandoned and no longer plagued by thousands of goblins.)
10. If you arrive safely at (3,3), you can pay your respects to Stinthad's coffin.
(I got shotgunned out of my cart halfway there for whatever reason. "You slam into you! You roll out of your flight path!" Etc.)

Embark profiles I used for building are provided with the save. There's one for stations and for long tunnels.
Slaughter the starting animals and start plant gathering once the booze runs out.
You can make ropes and jet mechanisms on repeat until those resources run out, so you don't need to set up a manager.
(21 carts for stations is a pain without a manager, but doable.)

A DFHack blueprint for the latest version of the station (with micro reactor), along with a mechanism linking guide, are also provided.
You can find them separately here: Blueprint, Guide
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 2df738d1f9037b333a07e64af852fb8bf31ea0f57822eac9341fc27cdcf2046e
IP: logged
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