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:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)
 
:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)
 
::I ''think'' I accidentally atomsmashed an [[Elf]] who was standing in one of the squares the bridge ''occupies'' when it's "up". Can anyone else verify? I'll test it again with a few useless dwarves later. --[[User:Arcalane|Arcalane]] 10:49, 9 February 2010 (UTC)
 
 
:::That's right, a bridge can smash things that way, too... Forgetting this fact caused me to kill a peasant in my current fort. --[[User:EvilTwin|EvilTwin]] 14:19, 9 February 2010 (UTC)
 
 
I noticed we have this atom smasher section here and also the [[40d:Dwarven atom smasher|atom smasher page]].  Should that content be moved here, or should we just provide a link? [[User:Todestool|Todestool]] 15:58, 5 April 2010 (UTC)
 
 
 
== Quantum stockpiles ==
 
== Quantum stockpiles ==
 
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)
 
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)
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::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)
 
::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)
 
: Another quantum stockpile can be achieved through dwarves shifting stones off of where you build a workshop, onto one tile. I've had piles of several hundred raw rocks siting on one square thanks to some nice tricks.
 
  
 
I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)
 
I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)
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::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)
 
::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)
 
:It's not possible to cheat in a single-player game. Who would be the cheated party? The only thing that changes is what game you're actually playing. [[Special:Contributions/76.185.59.253|76.185.59.253]] 17:25, 21 March 2010 (UTC)
 
  
 
== Legendary Wrestler (Adventure) ==
 
== Legendary Wrestler (Adventure) ==
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::''Why'' does any of this matter?  Perpetual motion can be done, we document it.  Make use of it if you like, don't if you don't.--[[User:Maximus|Maximus]] 23:47, 17 December 2008 (EST)
 
::''Why'' does any of this matter?  Perpetual motion can be done, we document it.  Make use of it if you like, don't if you don't.--[[User:Maximus|Maximus]] 23:47, 17 December 2008 (EST)
  
 +
:::Agreed with [[User:Maximus|Maximus]], we're arguing over a classification that simply isn't included in the scope of the wiki.  Whether it's classified as an exploit or not, the ability to create power via perpetual motion exists and has been documented; therefor, it deserves a place in the wiki.  Let's just leave it where it is and agree that if someone doesn't personally think it's an exploit, then it's not an exploit for them.  --[[User:LucienSadi|LucienSadi]] 05:28, 18 December 2008 (EST)
 
::::<em>Not included in the scope of the wiki??</em>  Guilty conscience much?  Rest at ease, the exploit page isn't finger-wagging as much an instruction manual XD  Of <em>course</em> it's relevant, there's things even Toady considers an exploit(and plans to remove).  As for mushrooms, that's obviously as Toady intended it, not an unintended side-effect of something else gone wrong.  <em>That</em> is what makes things an exploit or not, a game with dwarves and dragons is fairly fantastic in the first place.  Sheesh. --[[User:Corona688|Corona688]] 09:57, 18 December 2008 (EST)
 
::::<em>Not included in the scope of the wiki??</em>  Guilty conscience much?  Rest at ease, the exploit page isn't finger-wagging as much an instruction manual XD  Of <em>course</em> it's relevant, there's things even Toady considers an exploit(and plans to remove).  As for mushrooms, that's obviously as Toady intended it, not an unintended side-effect of something else gone wrong.  <em>That</em> is what makes things an exploit or not, a game with dwarves and dragons is fairly fantastic in the first place.  Sheesh. --[[User:Corona688|Corona688]] 09:57, 18 December 2008 (EST)
 
:::Of course it's included in the scope of the wiki. Look at the title of the talk page. Talk:Exploit. If it's an exploit, we include it on the exploit page. If it's not, we include it somewhere else. In any case, it shows up somewhere. Don't get so excited over little things :) [[User:VengefulDonut|VengefulDonut]] 06:27, 18 December 2008 (EST)
 
:::Of course it's included in the scope of the wiki. Look at the title of the talk page. Talk:Exploit. If it's an exploit, we include it on the exploit page. If it's not, we include it somewhere else. In any case, it shows up somewhere. Don't get so excited over little things :) [[User:VengefulDonut|VengefulDonut]] 06:27, 18 December 2008 (EST)
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::Ah - I think i see how it would work - assuming he wants 3 stones, 1 is tasked. Now I unforbid 5 other present stones at once and they will all be tasked? If it should work like that, i probably haven't tried that. --[[User:Höhlenschreck|Höhlenschreck]] 18:03, 20 June 2009 (UTC)
 
::Ah - I think i see how it would work - assuming he wants 3 stones, 1 is tasked. Now I unforbid 5 other present stones at once and they will all be tasked? If it should work like that, i probably haven't tried that. --[[User:Höhlenschreck|Höhlenschreck]] 18:03, 20 June 2009 (UTC)
 
:The retasking is done only when the moody dwarf picks up or delivers new materials. In your example the first three stones that he picked up would be retasked, but the fourth and fifth would not because he already has three stones that were before them. So he would use a total of 4 stones. If you wanted him to use all of them you need to unforbid the latest three, wait for them to get tasked, then unforbid the first two.  
 
:The retasking is done only when the moody dwarf picks up or delivers new materials. In your example the first three stones that he picked up would be retasked, but the fourth and fifth would not because he already has three stones that were before them. So he would use a total of 4 stones. If you wanted him to use all of them you need to unforbid the latest three, wait for them to get tasked, then unforbid the first two.  
The example is one I generated in 0.28.181.40d. It shouldn't be any different in d# versions, though, since there aren't any logic updates. Mayday, on the other hand; I have no clue how far his changes have reached. [[User:VengefulDonut|VengefulDonut]] 18:08, 20 June 2009 (UTC)
+
The example is one I generated in {{version|0.28.181.40d}}. It shouldn't be any different in d# versions, though, since there aren't any logic updates. Mayday, on the other hand; I have no clue how far his changes have reached. [[User:VengefulDonut|VengefulDonut]] 18:08, 20 June 2009 (UTC)
:::So does this only work if the dwarf requires more than one item of a type? --[[User:Höhlenschreck|Höhlenschreck]] 12:46, 25 June 2009 (UTC)
 
::::You can pull it off if they only want one, but it will be a lot more work on your part. [[User:VengefulDonut|VengefulDonut]] 13:50, 25 June 2009 (UTC)
 
I think this is more complicated than Donut realizes, or else he just hasn't explained it thoroughly. I finally got this method to work, with a caveat. Here's how I did it: First, my dwarf collected the item I wanted extras of last (I was hoping to make a bone hammer, and he only got one bone, and I wanted more bone) so I forbade one of the 3 cave lobster shells he'd collected. I alternated forbidding the goblin bones (no other kind for a war hammer!) and the lobster shells until I had 4 stacks of goblin bones. Then, I forbade a second lobster shell, so he could collect one and return it to the shop without starting work. But I found I had to actually let him pick up the last shell (the last item to be picked up before construction would start) before it would re-task the unforbidden goblin bones, then I had to forbid the latest tasked lobster shell before he returned with the un-tasked one (to keep him from beginning construction). Then I had to wait until he picked up the next shell, etc. Note for clarity's sake that I had to unforbid only one stack of bone at a time, starting from the bottom (most recently collected) stack up to the oldest/top stack. Presumable, according to what Donut says, you can unforbid as many at a time as are queued for inclusion originally - I could only do one at a time because he originally only wanted one.
 
In this particular case, he ended up using the lobster shell for the base of the construction, which was NOT what I wanted, so I'll have to figure something else out... But I thought I'd post this just because I had such trouble getting it to work. From my other experience I believe that the last item to be forbidden/unforbidden tends to end up being the 'base' material, so I actually don't think you can use this method (the way I did it) for the material you want to be the base for the item; however, in this particular case I've found that cave lobster shell was the original base item (which disappoints me greatly) so I can't say this for sure.
 
  
 
==Sweet pods, winter, and underground==
 
==Sweet pods, winter, and underground==
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I'm not saying there aren't exploits involving those, just curious as to ''what'' the exploits are. --[[User:Elvang|Elvang]] 04:34, 21 June 2009 (UTC)
 
I'm not saying there aren't exploits involving those, just curious as to ''what'' the exploits are. --[[User:Elvang|Elvang]] 04:34, 21 June 2009 (UTC)
 
:Err, well, no; intentionally producing only syrup as such is an exploit since it gives 5 times the amount and thus value compared to sugar - and that can't be what Toady intends, right? right? Also it is obviously an oversight on Toady's part that you can grow any surface plants all year, especially in winter. So you shouldn't do it just because you can. And for underground, well seriously, we all know that anything except mushrooms needs sunlight so if you plant smth else than plumps you are, again, exploiting, cos obviously Toady is going to change that soon..as you may have figured, ''I'' don't consider any of those exploits, but people have argued for it. --[[User:Höhlenschreck|Höhlenschreck]] 15:09, 21 June 2009 (UTC)
 
::I gotta disagree with the underground plants thing - for all we know dwarves just have a lot more names for "mushroom" than we do, like eskimos with snow (although that might be an urban legend?).<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)
 
 
::FWIW, I was arguing something else listed on this page *wasn't* an exploit because non-fungus grow underground, not that growing things like Cave Wheat was an exploit because they should require sunlight.  Ie, blatant physics violations =/=> not behaving as intended. --[[User:Squirrelloid|Squirrelloid]] 08:44, 16 October 2009 (UTC)
 
 
:::Isn't this a ''fantasy'' game? [[User:Wagawaga|wagawaga]] 17:24, 10 December 2009 (UTC)
 
 
::::Now, now, let's not bring facts into this argument. [[User:Nymersic|Nymersic]] 20:42, 14 December 2009 (UTC)
 
 
==Using ore in a mason/craft shop==
 
Is it an exploit that building metal furniture takes 3 ore but building the same furniture from the ore takes only 1? Not so much where the ore is lesser value than the metal (eg, "iron") but say with "gold" and other metals where the ore is a "nugget".<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)
 
:The game is an alpha - in some places it's quirky as hell, especially in some of the math/values, but where the "quirks" stop and the "bugs" start is unclear.  Is it an exploit to make a statue from gold ore rather than gold metal - the value is the same, so why process it?  Meh.  In the end, it's up to each player to determine, for themselves, their own challenges - if the game starts to get too easy, then self-handicap.  "Which ones?" is up to you. --[[User:Albedo|Albedo]] 20:11, 21 July 2009 (UTC)
 
::Actually, what he was describing wouldn't be the same value.  The gold statue at a mason's shop using gold nuggets would require one nugget, but at a smith's you would have to smelt 3 nuggets into 3 bars and use those bars to make 1 statue.  You get a third the value out of doing it the proper way (not to mention about six times the work).  It sounds like this would be a pretty large exploit with any of the "Native" materials.  But... does it still work that way?  That's the question. [[User:Nymersic|Nymersic]] 20:48, 14 December 2009 (UTC)
 
 
== Bookkeeper exploit ==
 
I've found that people still work just as furiously when updating stockpile records while set to the highest precision after they've achieved highest precision already. I've used this to train new bookkeeper's just as fast, you just have to make sure the stock changes often enough. Can anyone confirm that they do still work faster when set to highest precision even after highest precision has been obtained, as opposed to being set to low precision at the time? [[User:Shardok|Shardok]] 09:34, 8 August 2009 (UTC)
 
 
== Cooking Alcohol ==
 
Why does this have a link to Req129 and a quote of it? Also, shouldn't the link to Req129 be posted after the quote, if left there? Just want to see which way seems to make more sense first. [[User:Shardok|Shardok]] 09:40, 8 August 2009 (UTC)
 
:If you read carefully you will notice that req129 will result in boozecooking not being profitable any more.
 
::I know what it will do, but I mean, shouldn't the link to Req129 either be listed after the quote, or not listed at all if the quote is there? Or maybe the quote should be removed?
 
Also, separate question, does alcohol that's cooked still provide the same effects as uncooked alcohol? [[User:Shardok|Shardok]] 11:24, 8 August 2009 (UTC)
 
:If you are asking if it still counts as booze/drink: no. Cooking all alcohol will result in a bad surprise. --[[User:Birthright|Birthright]] 12:53, 8 August 2009 (UTC)
 
::Good, now I know that I've been right in refusing to let my cooks cook alcohol on my fortresses. I always tend to have too much food and not enough alcohol. However, it is fun to read descriptions of alcohol food and notice that dwarves have discovered a means by which to mince alcohol in its drink form! [[User:Shardok|Shardok]] 19:04, 8 August 2009 (UTC)
 
I think you still should be able to "cook" alcohol, but not by it's self. When I think of a lavish meal, I see an appetizer a main course and a drink.[[User:Derekiv|Derekiv]]10:10, 27 November 2009
 
 
== Bolts In v0.31 ==
 
Does the melting bolts trick still work in v0.31?
 

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