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Editing v0.34:Stupid dwarf trick
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− | {{ | + | {{quality|Fine|13:08, 22 June 2010 (UTC)}}{{av}} |
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<!--From older version: | <!--From older version: | ||
EDITORS! | EDITORS! | ||
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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== | ||
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Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or [[hidden fun stuff]] should ensure the fortress is occupied. | Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or [[hidden fun stuff]] should ensure the fortress is occupied. | ||
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'''Difficulty:''' The sky's the limit. | '''Difficulty:''' The sky's the limit. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' Not applicable. |
==Alarm Clock== | ==Alarm Clock== | ||
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'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
− | '''Usefulness:''' Limited. They | + | '''Usefulness:''' Limited. They will sleep through <s>'''anything'''</s> Noise. Although have been known to awaken when drenched in water, only waking up due to thinking it's alcohol, making an Alarm clock not impossible, if carefully prepared. |
==Alphabet Cages== | ==Alphabet Cages== | ||
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'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?) | '''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?) | ||
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==Aqueduct Power== | ==Aqueduct Power== | ||
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river. The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your waterwheel without flooding the fort can be [[Fun]]. Diagonal channels make good pressure reducers. | If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river. The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your waterwheel without flooding the fort can be [[Fun]]. Diagonal channels make good pressure reducers. | ||
− | '''Difficulty:''' High. Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels | + | '''Difficulty:''' High. Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels. |
'''Usefulness:''' High. As much water and power as you want, wherever you want, whenever you want. | '''Usefulness:''' High. As much water and power as you want, wherever you want, whenever you want. | ||
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*Bonus: A Museum detailing the lives of those early dwarves | *Bonus: A Museum detailing the lives of those early dwarves | ||
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− | ==Artificial | + | ==Artificial Waterfall== |
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground. | To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground. | ||
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*Bonus: Build it in a "Warm" or hotter [[climate]] so it does not freeze. | *Bonus: Build it in a "Warm" or hotter [[climate]] so it does not freeze. | ||
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! | *DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! | ||
− | * | + | *MegaDwarf Bonus: Use [[magma]]. It does not freeze, even in a freezing climate! |
− | * | + | *MegaDwarf Bonus EXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently. |
==[[Ballista]] Battery== | ==[[Ballista]] Battery== | ||
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. | ||
− | == | + | ==Bolt Recovery Operation== |
− | + | One curious property of Dwarven Physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing. The trick is in separating the stacks of bolts into individual bolts without destroying them, for which EliDupree found this trick: | |
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∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ | ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ | ||
− | ∙++++ | + | ∙++++@∙+++++++++ |
− | ∙+ | + | ∙+∙∙∙┼∙+++++++++++++++ |
− | ∙+ | + | ∙+∙g∙┼∙++++++++++++++@ |
− | ∙+ | + | ∙+∙∙∙┼∙+++++++++++++++ |
∙+++++∙+++++++++ | ∙+++++∙+++++++++ | ||
∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ | ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ | ||
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− | The | + | The @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) with [[adamantine]] bolts. The @ at the left is a single Perfectly Agile soldier with orders to patrol up and down, with little delays at the top and bottom. The "g" at the left is a goblin standing on a pillar (I pitted it from the z-level above.) |
− | When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves | + | When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves shoot their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves. |
− | + | Certainly, there are other ways to set-up a recovery/live fire operation. | |
− | ''' | + | '''Difficulty:''' Moderate. The hardest part is getting the marksdwarves to shoot from exactly the right spot. |
− | + | '''Usefulness:''' High. Even in .18 or worlds generated with high mineral availability, because you can do this to generate [[adamantine]]. | |
==Break the Dam (Release the River!)== | ==Break the Dam (Release the River!)== | ||
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'''Usefulness:''' Instantaneous death to all sieges | '''Usefulness:''' Instantaneous death to all sieges | ||
− | + | SuperDwarf bonus: Do this with magma | |
==Bridge-a-pult== | ==Bridge-a-pult== | ||
− | A bridge that | + | A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. |
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− | '''Difficulty:''' | + | '''Difficulty:''' The hard part is the nasty place they get flung to. |
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining. | '''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining. | ||
− | == | + | ==Dam== |
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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. | ||
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==Day Care== | ==Day Care== | ||
− | A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a room with beds and tables and stuff | + | 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. High quality food, furniture, and socializing should keep them happy. 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 vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. |
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− | ''' | + | '''Difficulty:''' Low (burrows). |
− | + | '''Usefulness:''' Low. Protecting the children may be more trouble than it's worth. | |
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==Doberman Bomb== | ==Doberman Bomb== | ||
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 frame rate. | 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 frame rate. | ||
− | '''Difficulty:''' Low | + | '''Difficulty:''' Low. |
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+ | '''Usefulness:''' Medium, potentially fortress-saving | ||
− | + | *Bonus: Train all dogs inside as war dogs when they mature. | |
− | * | + | *MegaDwarfBonus: Make it a bear trap. |
− | * | + | *MegaDwarfBonus: Combine with a drowning chamber and carp trap. |
− | * | + | *SadisticDwarfBonus: Make it a panda trap. |
− | * | + | *YouHorribleEvilDwarfBonus: Make it a [[giant sponge]] trap. |
− | == | + | ==Drowning Chamber== |
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− | ''' | + | '''Difficulty:''' Moderate. |
− | + | '''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else. Just be ready for something that knows how to swim. | |
− | *Bonus: Utilize lava. | + | *Bonus: Utilize lava. |
− | *Bonus: Utilize trained fish | + | |
− | + | *Bonus: Utilize trained fish. | |
− | *MegaDwarfBonus: Edit the | + | |
+ | *MegaDwarfBonus: Edit the raw and do both! | ||
==[[Computing|Dwarfputer]] Complex== | ==[[Computing|Dwarfputer]] Complex== | ||
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'''Difficulty:''' Medium to high, depending on what you want to build. You'll want to build for very high water flow if you have more than a few fluid gates. | '''Difficulty:''' Medium to high, depending on what you want to build. You'll want to build for very high water flow if you have more than a few fluid gates. | ||
− | '''Usefulness:''' Your mechanics and architects will level up very fast. Manual pumps give something for your haulers to do. Try and make a clock to trigger different mechanisms in different seasons. See if enemies actually blunder into your intricate traps. Watch all hell break loose as water freezes and building destroyers enter your computer | + | '''Usefulness:''' Your mechanics and architects will level up very fast. Manual pumps give something for your haulers to do<s> and makes them stronger</s> (in 31.25 only military work increases stats, i was really disappointed after 4 years of nonstop pumping only to see weak in urist description). Try and make a clock to trigger different mechanisms in different seasons. See if enemies actually blunder into your intricate traps. Watch all hell break loose as water freezes and building destroyers enter your computer. |
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==Dwarven Apartment Complex== | ==Dwarven Apartment Complex== | ||
− | Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your | + | Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service. |
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'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction). | '''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction). | ||
− | '''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few "security rooms" (with barracks, ammunition store, ration cache, armory, etc | + | '''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few "security rooms" (with barracks, ammunition store, ration cache, armory, etc) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point. |
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+ | Megadwarfbonus: Extend the tower to have levels below ground as well as above. | ||
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+ | ==Dwarven Courtyards== | ||
− | + | I came upon this idea while doing my architecture theory paper. | |
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Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma. | Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma. | ||
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners | '''Difficulty:''' Medium, make sure not to mess up or you will lose your miners | ||
− | ''' | + | '''Usefullness:''' Medium. creates vertical circulation and brings light to lower levels. |
− | + | Megadwarfbonus: create a network of self sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing hell eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.) | |
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==Dwarven Disco Ball== | ==Dwarven Disco Ball== | ||
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*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'. | *Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'. | ||
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*MegaDwarfBonus: Use lava contained in glass for illumination. | *MegaDwarfBonus: Use lava contained in glass for illumination. | ||
− | *UltraDwarfBonus: Caged "[[Elf|dancers]]". | + | |
+ | *UltraDwarfBonus: Caged "[[DF2012:Elf|dancers]]". | ||
==Dwarven Labor Camp (aka Dwarkuta)== | ==Dwarven Labor Camp (aka Dwarkuta)== | ||
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*Bonus: Build the giant digging machines. They don't actually have to dig anything. | *Bonus: Build the giant digging machines. They don't actually have to dig anything. | ||
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*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill. | *MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill. | ||
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'''Difficulty:''' Low to Medium | '''Difficulty:''' Low to Medium | ||
− | '''Usefulness:''' | + | '''Usefulness:''' None except pretty colored barrels |
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− | *Bonus: | + | *Bonus: Nether-caps are magma-resistant. Flood your food stocks with magma to keep them safe from vermin and marauders. |
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==Emergency Destruct Stairs== | ==Emergency Destruct Stairs== | ||
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'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing. | '''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing. | ||
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==Flood the World== | ==Flood the World== | ||
− | '''Difficulty:''' High danger. Will kill your frame rate | + | '''Difficulty:''' High danger. Will kill your frame rate. |
− | '''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[ | + | '''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[Carp]]. |
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]]. | *Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]]. | ||
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*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony. | *MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony. | ||
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− | == | + | ==Gladiator Arena== |
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. | Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. | ||
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'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought). | '''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought). | ||
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==Glass Ceiling== | ==Glass Ceiling== | ||
− | Sick of having your | + | Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps. |
'''Difficulty:''' Medium. Very grueling. | '''Difficulty:''' Medium. Very grueling. | ||
'''Usefulness:''' Low, but potentially fortress-saving. (see above) | '''Usefulness:''' Low, but potentially fortress-saving. (see above) | ||
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==Greenhouse== | ==Greenhouse== | ||
− | A [[farming|greenhouse]] is just a farm with 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. | + | A [[farming|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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*Bonus: Give it a glass floor to allow surface plants even lower down. | *Bonus: Give it a glass floor to allow surface plants even lower down. | ||
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− | ==Hammer of [[ | + | ==Hammer of [[Armok]]== |
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting. | A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting. | ||
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'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges. | '''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges. | ||
− | * | + | * '''Bonus:''' Cover it with blood. |
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− | ''' | ||
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− | *Bonus: | + | * '''Mega Bonus:''' Cover it in [[DF:2012Demon|clown]] blood. |
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==Ice tower== | ==Ice tower== | ||
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==Journey to the Center of the Earth== | ==Journey to the Center of the Earth== | ||
− | Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge | + | Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later. |
'''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. Burrows help to get the whole crew inside at the same time. | '''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. Burrows help to get the whole crew inside at the same time. | ||
− | '''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.. | + | '''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... |
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− | + | *MegaDwarfBonus: Design it so that it can return. | |
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==Maze== | ==Maze== | ||
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A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. | A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. | ||
− | '''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful | + | '''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. |
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]]. | '''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]]. | ||
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'''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. |
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− | + | *Bonus:Put the coffin at least 20 floors down. | |
+ | *Megabonus:Build it in a volcano if possible, and put the coffin at the very bottom of the map | ||
− | + | ==Mass Cage Recycling System== | |
− | + | Build a '''[[Mass pitting]]''' system to recycle your cage trap cages quickly. | |
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'''Difficulty:''' Very easy. Requires basic digging and very little time. | '''Difficulty:''' Very easy. Requires basic digging and very little time. | ||
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*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs. | *Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs. | ||
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− | == | + | ==Mega/Water Drowning Trap-Thing== |
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms). | This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms). | ||
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==Monumental Statue== | ==Monumental Statue== | ||
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'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water. | '''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water. | ||
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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. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable. | '''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. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable. | ||
− | ==[[ | + | ==[[Obsidian]] factory== |
− | + | You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary. | |
− | + | * Megadwarf bonus: Make the system fully automated using [[computing]] principles. | |
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'''Difficulty:''' Medium. | '''Difficulty:''' Medium. | ||
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber. | '''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber. | ||
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==Pit o' Doom== | ==Pit o' Doom== | ||
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'''Difficulty:''' Low. You want it nice and deep though. | '''Difficulty:''' Low. You want it nice and deep though. | ||
− | '''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally | + | '''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. |
==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 in version | + | '''Usefulness:''' Medium-High. Tested in version .40d with 50 recruits standing in front 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). |
==Rehabilitation Centre== | ==Rehabilitation Centre== | ||
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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. | '''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. | ||
− | + | MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds. | |
==Road of the Damned== | ==Road of the Damned== | ||
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'''Usefulness:'''Low. The same as a normal road. | '''Usefulness:'''Low. The same as a normal road. | ||
− | * Bonus: Spike a goblin on every trap | + | *Bonus: Spike a goblin on every trap! |
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==Sectorized World== | ==Sectorized World== | ||
− | Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from | + | Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from seiges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the seigers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as seigers are exposed to your defensive mechanisms. |
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. | '''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. | ||
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==Self-contained Vampire-based Factory== | ==Self-contained Vampire-based Factory== | ||
− | Take advantage of the independence of vampires by building a self-contained factory. The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] | + | Take advantage of the independence of vampires by building a self-contained factory. The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] silk farm-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook! You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door. |
'''Difficulty:''' The only hard part is getting yourself a [[vampire]]. | '''Difficulty:''' The only hard part is getting yourself a [[vampire]]. | ||
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'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier. | '''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier. | ||
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==[[Swimming]] pool== | ==[[Swimming]] pool== | ||
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'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there. It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity. | '''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there. It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity. | ||
− | == | + | ==Underground Forest== |
Break into an underground cavern, make some muddy floors over a big area and wait. | Break into an underground cavern, make some muddy floors over a big area and wait. | ||
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*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium | *Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium | ||
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*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these. It does count if one of your nobles has an unfortunate accident in their sculpture garden. | *Note: It doesn't count if you accidentally flood your fortress and wind up with one of these. It does count if one of your nobles has an unfortunate accident in their sculpture garden. | ||
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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> | |
− | + | <li>U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist</li> | |
− | + | <li>H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform</li> | |
− | + | <li>D.O.S. - '''D'''warf '''O'''perating '''S'''ystem | |
− | + | <li>N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement </li> | |
− | + | <li>M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly</li> | |
− | + | <li>A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing</li> | |
− | + | <li>A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector</li> | |
− | + | <li>D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)</li> | |
− | + | <li>D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast</li> | |
− | + | <li>G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform and '''D'''warf '''O'''perating '''S'''ystem | |
− | + | <li>P.O.A.T.O. '''P'''ossibly '''O'''rganic '''A'''live '''T'''rash '''O'''mitted | |
− | + | <li>D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem | |
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<!-- Feel free to add your own AI names --> | <!-- Feel free to add your own AI names --> | ||
+ | </ul> | ||
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy. | '''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy. | ||
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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. | ||
− | Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your | + | Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarfs as a midnight snack.) |
===D.O.S.T.N.G.O.S.P.=== | ===D.O.S.T.N.G.O.S.P.=== | ||
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner. Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep. Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era. | Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner. Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep. Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era. | ||
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'''Difficulty:''' Medium. While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one. With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead. | '''Difficulty:''' Medium. While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one. With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead. | ||
− | '''Usefulness:''' High. Instant response time (<50 ticks is possible) can make lever worries a thing of the past. | + | '''Usefulness:''' High. Instant response time (<50 ticks is possible) can make lever worries a thing of the past. D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up. Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks. Stay tuned for the next-generation C.A.C.A.M.E.! |
==Vomitorium== | ==Vomitorium== | ||
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Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it. Variant: above-ground statue garden or zoo. | Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it. Variant: above-ground statue garden or zoo. | ||
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'''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 <s>Dwarves</s> 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. It is recommend that with the exception of the entrance you use stairs. | '''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 <s>Dwarves</s> 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. It is recommend that with the exception of the entrance you use stairs. | ||
− | + | *MegaDwarfBonus:Utilize trained fish. | |
− | *MegaDwarfBonus: Utilize trained fish. | ||
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