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Editing v0.31:Exploit
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{{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}} | {{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}} | ||
− | 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. 'Exploiting the game' is distinct from '[[ | + | 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. 'Exploiting the game' is distinct from '[[cheating]]' because exploits 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, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition. |
== Atom Smasher == | == Atom Smasher == | ||
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− | A | + | A {{l|drawbridge}}, when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature of too large a size. |
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+ | ==Bookkeeper Exercise Program== | ||
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+ | Changing your {{l|bookkeeper}}'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to {{l|legendary}}. Even if this is a bug it is not really an exploit, since a) you actually want highest precision anyway b) he attains highest precision rather fast (depending, for example, on how many stones you have mined) and thus one can not train an unlimited number of, if even several, dwarves that way. | ||
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+ | Some would argue this is not as much of an exploit as it was in 40d, since the legendary bookkeeping skill does not lead to new attributes, and therefore really gets you very little. | ||
==Manager Exercise Program== | ==Manager Exercise Program== | ||
− | As a | + | As a {{L|Manager}}, skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to {{L|legendary}} as an {{L|Organizer}}. The tasks can then be removed once approved. |
==Merchant Swindles== | ==Merchant Swindles== | ||
− | There are a variety of ways to steal cargo from | + | There are a variety of ways to steal cargo from {{l|merchant}}s without seizing it; all amount to naked theft. Tearing down the {{l|trade depot}} while the merchants are there is the easiest way. |
− | Also, marking items for | + | Also, marking items for {{l|dump}}ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump {{l|zone}} later. You can even take clothing and equipment off merchant and guards this way. |
− | You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become | + | You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become very angry if you do, so never open the door once they are on the brink of death. |
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}} See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]. So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway. | However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}} See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]. So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway. | ||
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== Quantum stockpiles == | == Quantum stockpiles == | ||
− | By designating a garbage pit zone instead of a | + | By designating a garbage pit zone instead of a {{l|stockpile}}, you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them. |
− | 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 | + | 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 {{l|siege operator}}s, but it clears the stone that your legendary {{l|miner}}s leave. |
Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway. | Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway. | ||
+ | == Trap fields == | ||
− | + | Laying a field of {{l|trap}}s with a sufficient depth can protect your fortress from all invaders (except the ones that are trap immune) with no need to maintain a {{l|military}}. Traps are somehow intelligent enough to distinguish between {{l|pet}}s and allies while being dangerous to enemies and wild animals. | |
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== Building destroyer door == | == Building destroyer door == | ||
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Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}} | Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}} | ||
− | == | + | == Hell's back door == |
− | There's a convoluted way to dig down through | + | There's a convoluted way to dig down through {{l|semi-molten rock}} and evade the head-on encounter with {{l|hidden fun stuff}}. {{Verify}} |
== Forgotten beast zoo == | == Forgotten beast zoo == | ||
− | Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly " | + | Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly "{{l|forgotten beast}}s" which accumulate inside. |
== Perpetual Motion == | == Perpetual Motion == | ||
− | A | + | A {{l|screw pump}} requires 10 power to move water; a {{l|water wheel}} supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available. See {{l|Water wheel#Perpetual motion}} for more details. |
== Urist McAdventurer the Shield-wall == | == Urist McAdventurer the Shield-wall == | ||
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed. | Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed. | ||
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