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Editing v0.34:Exploit
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{{main|Dwarven atom smasher}} | {{main|Dwarven atom smasher}} | ||
− | + | A [[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. | |
==Manager Exercise Program== | ==Manager Exercise Program== | ||
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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 [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death. | 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 [[Insanity|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 or 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. |
== Quantum stockpiles == | == Quantum stockpiles == | ||
− | A Quantum Stockpile (QSP) allows you to store an | + | A Quantum Stockpile (QSP) allows you to store an infinte number of items in a single square. QSPs make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look (k) and possibly higher FPS. |
− | + | The simplest QSP is created by designating a garbage pit zone instead of a [[stockpile]], allowing you to 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 [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere. | |
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− | + | 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. | |
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− | Another way to quantum stockpile is to not have appropriate stockpiles to move items back | ||
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=== The Undump === | === The Undump === | ||
− | + | If your stockpiles keep filling up (usually furniture, ammo, refuse and food), [http://www.bay12forums.com/smf/index.php?PHPSESSID=f125b2383d9b29a408343464221912a1&topic=92208.msg2577018#msg2577018 this] forum post introduced an automatic quantum stockpile design, that promises to do to stockpile space management what danger rooms do to military training. | |
− | + | Setup: | |
H Hatch cover | H Hatch cover | ||
===== ^ pressure plate, citizens trigger, linked to hatch | ===== ^ pressure plate, citizens trigger, linked to hatch | ||
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The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want. | The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want. | ||
− | + | Issues with this design: | |
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#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps. | #It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps. | ||
#Job cancellation spam. You can turn that off. | #Job cancellation spam. You can turn that off. | ||
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#You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below. | #You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below. | ||
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised. | #You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised. | ||
− | #If your stockpile management is exceptional already, the undump | + | #If your stockpile management is exceptional already, the undump won't be of much use to you. |
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread. | However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread. | ||
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+ | === The Minecart Stop === | ||
+ | This can be utilised as part of a minecart transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a simple standalone Quantum Stockpile, but the same general principles apply if used in a minecart transport system. | ||
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+ | 1/ Build a Stop {{K|b}} - {{K|C}} - {{K|S}}. Make sure it is dumping in the direction you want ({{K|d}} when first designating the construction site). | ||
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+ | 2/ Build a 1x1 destination stockpile {{K|p}} on the square where the stop will dump and then use {{K|q}} to make the settings store only what you want, with no bins or wheelbarrows. | ||
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+ | 3/ Build a receiving stockpile {{K|p}} (can be anywhere, but optimally right next to the constructed stop) of any size. The larger it is, the more dwarves will collect items, unless you set wheelbarrows for heavy items which limits you to three simultaneous collectors, or you can use mutiple receiving stockpiles. | ||
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+ | 4/ Construct a new hauling route {{K|h}}, assign a vehicle {{K|v}}, and make a new stop at your constructed stop {{K|s}}. {{K|Enter}} to define the stop, {{K|Enter}} again to set the desired items to the same as your stockpiles, {{K|x}} to remove all existing conditions, {{K|s}} to make a stockpile link and choose the receiving stockpile to tell the minecart to take from it. | ||
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+ | It is a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's a dream storage system, and scales easily with the size of your fortress, number of haulers and number of types of items to store. | ||
== Building destroyer door == | == Building destroyer door == | ||
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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 "[[forgotten beast]]s" which accumulate inside. | 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 "[[forgotten beast]]s" which accumulate inside. | ||
− | + | == Perpetual Motion == | |
− | + | A [[screw pump]] requires 10 power to move water; a [[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 [[Water wheel#Perpetual motion]] for more details. | |
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− | A [[screw pump]] requires 10 power to move water; a [[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 | ||
== Urist McAdventurer the Shield-wall == | == Urist McAdventurer the Shield-wall == | ||
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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. | ||
− | + | == And we'll throw the barrel/bag in for free == | |
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− | == And we'll throw | ||
On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three. | On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three. | ||
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== Infinite Adamantine / Metals == | == Infinite Adamantine / Metals == | ||
− | Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a | + | Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a clever setup with marksdwarves to seperate the stacks of adamantine bolts into single bolts. See http://www.bay12forums.com/smf/index.php?topic=51423.0 |
− | + | This method is now obsolete with the new ability to split stacks when a trader arrives. You smelt a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros here: http://www.bay12forums.com/smf/index.php?topic=111680.0 While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. | |
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See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version. | See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version. | ||
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Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand. | Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand. | ||
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== Silk farm == | == Silk farm == | ||
− | + | :''Main article: [[Giant cave spider]]'' | |
− | A silk farm can serve as a safe and endless source of | + | A silk farm can serve as a safe and endless source of expensive web from giant cave spiders. Its essence is a room with a goblin-soldier, separated from a giant cave spider with fortifications. The spider will attempt to kill the goblin, and now and then shoots his infinite web, which flies through the fortifications. Dwarves can collect the cobwebs and sell it, or create expensive clothes and yarn. |
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