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Editing 40d:Stupid dwarf trick
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{{D for Dwarf}} | {{D for Dwarf}} | ||
− | A '''stupid dwarf trick''' is any project that requires a large amount | + | A '''stupid dwarf trick''' is any project that requires a large amount time and effort - often for little or no practical benefit. They exist only as a challenge for experienced players. |
==Adventure Mode Fortress== | ==Adventure Mode Fortress== | ||
− | Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a | + | Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece steel weapons and armor. Possibly both. A [[chasm]], underground [[river]], or [[hidden fun stuff]] can ensure the fortress is occupied. |
'''Difficulty:''' The sky's the limit. | '''Difficulty:''' The sky's the limit. | ||
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'''Usefulness:''' Low. | '''Usefulness:''' Low. | ||
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==Aqueduct Power== | ==Aqueduct Power== | ||
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==Watervator== | ==Watervator== | ||
By creating a vertical "Hydraulic Elevation and Lowering Platform" chamber (A H.E.L.P. Chamber, so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe. | By creating a vertical "Hydraulic Elevation and Lowering Platform" chamber (A H.E.L.P. Chamber, so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe. | ||
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'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning | '''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning | ||
− | '''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most | + | '''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death |
==Aquifer Power== | ==Aquifer Power== | ||
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Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. | Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. | ||
− | '''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. | + | '''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. |
'''Usefulness:''' A complicated and dangerous way to defend a single corridor. Ultimately extremely effective. Sometimes. | '''Usefulness:''' A complicated and dangerous way to defend a single corridor. Ultimately extremely effective. Sometimes. | ||
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Build a wall across a riverbed to stop the flow of water. Floodgates optional. | Build a wall across a riverbed to stop the flow of water. Floodgates optional. | ||
− | Bonus: excavate a reservoir and a lower river valley | + | Bonus: excavate a reservoir and a lower river valley |
− | Bonus: build a control center to control the water flow | + | Bonus: build a control center to control the water flow |
Bonus: draw your entire energy from a power station within | Bonus: draw your entire energy from a power station within | ||
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below. But with the bonuses it gets a bit harder. | '''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below. But with the bonuses it gets a bit harder. | ||
− | '''Usefulness:''' Depends on how | + | '''Usefulness:''' Depends on how much bonuses you fullfill. The Power station is obvious, and with the control room you could build up a nice defense system. |
− | + | ==Doberman Launcher== | |
− | + | Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway. Link this cage to a pressure plate beside it. Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets. The trap actually going off will probably be very bad for your framerate. Bonus: Train all dogs inside as wardogs when they mature. Super bonus: Make it a Bear Trap. MEGADWARF bonus: Combine with a drowning chamber and carp trap. | |
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− | ==Doberman | ||
− | Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway. Link this cage to a pressure plate beside it. Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets. The trap actually going off will probably be very bad for your framerate. Bonus: Train all dogs inside as | ||
'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
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==Drowning Chamber== | ==Drowning Chamber== | ||
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'''Difficulty:''' Moderate. | '''Difficulty:''' Moderate. | ||
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==Greenhouse== | ==Greenhouse== | ||
− | A [[ | + | A [[greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe. |
'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
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'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. | '''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. | ||
− | '''Usefulness:''' None | + | '''Usefulness:''' None. |
=="I dinna say we wurren't crazy!"== | =="I dinna say we wurren't crazy!"== | ||
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Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by Irregular Webcomic. | Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by Irregular Webcomic. | ||
− | '''Difficulty:''' Mainly in putting up with the incessant | + | '''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up. |
− | '''Usefulness:''' Negative, due to the insane amounts of space it takes up | + | '''Usefulness:''' Negative, due to the insane amounts of space it takes up. |
==It's A TRAP!== | ==It's A TRAP!== | ||
− | It seems that [[ | + | It seems that [[traps]] are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf. |
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components. | '''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components. | ||
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==It's A CRAP!== | ==It's A CRAP!== | ||
− | CRAP: Carp trap...wait, why are you laughing? Anyway, here | + | CRAP: Carp trap...wait, why are you laughing? Anyway, here what you do. |
Capture some carp in terrarium cage trap. If you don't die instantly, tame them. Then dump them in your moat and breed them. | Capture some carp in terrarium cage trap. If you don't die instantly, tame them. Then dump them in your moat and breed them. | ||
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BONUS: Edit the raws to make carps eat their kills. | BONUS: Edit the raws to make carps eat their kills. | ||
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'''Difficulty''': Like going within two tiles of a carp infested river and surviving. | '''Difficulty''': Like going within two tiles of a carp infested river and surviving. | ||
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'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here. | '''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here. | ||
− | '''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[ | + | '''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[Nobles | Best and Brightest]] for the ship's crew... |
==Labyrinth== | ==Labyrinth== | ||
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==Magma Chamber== | ==Magma Chamber== | ||
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'''Difficulty:''' Dangerous as any magma project. | '''Difficulty:''' Dangerous as any magma project. | ||
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==Magma Mausoleum== | ==Magma Mausoleum== | ||
− | This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there. This probably won't work in magma tubes or | + | This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there. This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit. The trick is getting the water to fall onto the magma in a controlled manner. Bonus points for each additional level down you manage to place the coffin. |
'''Difficulty:''' High. Requires certain resources from the start, plus lots of setup. And your dwarves tend to erupt into dwarf steam occasionally. | '''Difficulty:''' High. Requires certain resources from the start, plus lots of setup. And your dwarves tend to erupt into dwarf steam occasionally. | ||
− | '''Usefulness:''' None, since an obsidian lined room with | + | '''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much. |
==Magma Pumping== | ==Magma Pumping== | ||
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*BONUS:Make the statue hollow and have dwarves live inside it. | *BONUS:Make the statue hollow and have dwarves live inside it. | ||
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==Moses Effect== | ==Moses Effect== | ||
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'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. | '''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. | ||
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==[[Obsidian]] factory== | ==[[Obsidian]] factory== | ||
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'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. | '''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. | ||
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==Pressure Washer== | ==Pressure Washer== | ||
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'''Difficulty:''' Medium, construction technique takes some consideration. | '''Difficulty:''' Medium, construction technique takes some consideration. | ||
− | '''Usefulness:''' Medium-High. Tested with 50 recruits standing | + | '''Usefulness:''' Medium-High. Tested with 50 recruits standing infront of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit. |
BONUS: Fill it with Magma instead (though Magma doesn't pressurize). | BONUS: Fill it with Magma instead (though Magma doesn't pressurize). | ||
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==Self Destruct Lever== | ==Self Destruct Lever== | ||
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You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. | You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. | ||
− | '''Difficulty:''' Moderate. | + | '''Difficulty:''' Moderate. |
'''Usefulness:''' Depends on size - bigger is better. | '''Usefulness:''' Depends on size - bigger is better. | ||
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'''Usefulness:''' Absolutely positively none. | '''Usefulness:''' Absolutely positively none. | ||
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+ | ==Vomitorium== | ||
+ | Prevents [[cave adaption]]. It's like the greenhouse, only instead of a farm, it's [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it, or build a [[bridge]] or two over the top. | ||
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+ | '''Difficulty:''' Low. | ||
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+ | '''Usefulness:''' Low. Make sure to wall the pit in or it will become very [[Fun]] once [[goblin]] archers become involved. | ||
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+ | ==Rehabilitation Centre== | ||
+ | Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf. | ||
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+ | '''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them. | ||
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+ | '''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you. | ||
==U.R.I.S.T. Artificial Intelligence== | ==U.R.I.S.T. Artificial Intelligence== | ||
− | Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in <s>food</s> biomass and <s>alcohol</s> coolant fluid | + | Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in <s>food</s> biomass and <s>alcohol</s> coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf. |
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I. | It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I. | ||
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You must also make a snazzy/lame acronym name for your AI, here are some examples: | You must also make a snazzy/lame acronym name for your AI, here are some examples: | ||
<ul> | <ul> | ||
− | <li>U.R.I.S.T. - Underground Reasonably Intelligent Settlement | + | <li>U.R.I.S.T. - Underground Reasonably Intelligent Settlement Technology</li> |
<li>N.O.B.L.E. - Narcissistic Obnoxious Boastful Laughable Excrement </li> | <li>N.O.B.L.E. - Narcissistic Obnoxious Boastful Laughable Excrement </li> | ||
<li>M.A.G.M.A. - Massively Alcoholic Gear-Machine Assembly</li> | <li>M.A.G.M.A. - Massively Alcoholic Gear-Machine Assembly</li> | ||
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'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food. | '''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food. | ||
− | == | + | ==Day Care== |
− | + | A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise kidnappable child, but this is a small tradeoff if they usually get kidnapped before maturing anyway. | |
− | '''Difficulty:''' Low. | + | '''Difficulty:''' Low but annoying. You may have to micromanage to get every child into the room, and it'll be a hassle to get the grown ones out without releasing all of them. |
− | '''Usefulness:''' Low. | + | '''Usefulness:''' Low. Protecting the children may be more trouble than it's worth |
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