v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Exploit
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. Exploits are distinct from [[cheating]] because they occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, no one is actually harmed when you use an exploit. | |
− | |||
− | An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. | ||
− | |||
Some exploits are listed below. | Some exploits are listed below. | ||
− | == | + | == Self-powered pumps == |
− | + | It is possible to produce a perpetual motion water pump where the act of pumping actually powers itself! See [[screw pump]] and [[water wheel]] for details. | |
− | == | + | == Corpse mashers == |
− | + | A [[drawbridge]], when rapidly triggered on and off, can be used to crush anything beneath it. Nothing, ranging from an [[elephant]] to an [[adamantine]] [[sword]] to a [[tentacle demon]] {{Verify}}, is capable of withstanding a drawbridge crush. | |
− | == | + | == Trap fields == |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Laying a field of [[trap]]s with a significant-enough depth can protect your fortress from all invaders with no need to maintain a [[military]]. Traps are somehow intelligent enough to distinguish between [[pet]]s and allies while being dangerous to enemies and wild animals. | |
− | + | Many players do not consider this an exploit. | |
− | + | == Get back to work! == | |
− | |||
− | + | When a dwarf is "On Break", it is possible to draft this civilian into the military and then undraft the civilian in order to get him to cancel the break. This does give an unhappy [[thought]] (but only if the dwarf has no military and/or civilian skills), so it is not a significant exploit and some may consider it a perfectly acceptable gameplay method. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Quantum stockpiles == | == Quantum stockpiles == | ||
Line 86: | Line 27: | ||
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave. | A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave. | ||
− | + | == Cooking alcohol == | |
− | + | [[Alcohol]] can be cooked without requiring many other ingredients, producing solid food that is eaten and not imbibed. Doing so is a highly efficient means of producing food, as each plant produces five units of alcohol. | |
− | + | Though undeniably an exploit, many people make use of this feature. It will eventually be plugged with Req129: | |
− | + | <blockquote>Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.</blockquote> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |