v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Mass pitting
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
'''Mass pitting''' refers to [[Activity_zone#Pit.2FPond|pitting]] many [[cage]]d creatures at one time without having to build each cage and link it to a lever. This allows you to recycle many cages quickly, freeing them up for reuse in [[Trap#Cage_Trap|cage traps]] in minimal time. | '''Mass pitting''' refers to [[Activity_zone#Pit.2FPond|pitting]] many [[cage]]d creatures at one time without having to build each cage and link it to a lever. This allows you to recycle many cages quickly, freeing them up for reuse in [[Trap#Cage_Trap|cage traps]] in minimal time. | ||
− | == Mass Pitting Design | + | == Mass Pitting Design= |
Also called the 'Mass Cage Recycling System'. Is a simple design that keeps you from having to build cages before releasing hostile creatures from them. This is safe for most hostiles, but see warnings below. | Also called the 'Mass Cage Recycling System'. Is a simple design that keeps you from having to build cages before releasing hostile creatures from them. This is safe for most hostiles, but see warnings below. | ||
Line 21: | Line 21: | ||
#See [[#Pit variations|below]] for some suggestions on what to drop your invaders into. | #See [[#Pit variations|below]] for some suggestions on what to drop your invaders into. | ||
− | |||
− | + | The top room should end up looking something like this: | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | <diagram> | ||
− | The bottom room | + | |
+ | ========= | ||
+ | =[@6:0][#0:0]¢[#@]==[@6:0][#0:0]¢[#@]==[@6:0][#0:0]¢[#@]= | ||
+ | ========= | ||
+ | ========= | ||
+ | =[@6:0][#0:0]¢[#@]==[@6:0][#0:0]¢[#@]==[@6:0][#0:0]¢[#@]= | ||
+ | ========= | ||
+ | |||
+ | = Stockpile | ||
+ | |||
+ | [@6:0][#0:0]¢[#@] Hatch cover | ||
+ | |||
+ | </diagram> | ||
+ | |||
+ | |||
+ | The bottom room can look like whatever you want as long as all of the openings you channeled out lead into it from the ceiling. | ||
+ | |||
+ | Obviously you can scale the design with more or fewer hatch openings to get a larger or smaller stockpile area in the upper room, but a 6x9 room with 6 hatches in allows you to empty out 48 cages very quickly, without spooking dwarves, which is ample for most players - ymmv. | ||
Variations of this design exist, but they all use the same basic principle - that is, all hostiles in cages must be directly adjacent to a suitable pit. Dwarves must not be required to haul hostile creatures across any distance or else they can become startled and release the dangerous creature, then free to do as it will. | Variations of this design exist, but they all use the same basic principle - that is, all hostiles in cages must be directly adjacent to a suitable pit. Dwarves must not be required to haul hostile creatures across any distance or else they can become startled and release the dangerous creature, then free to do as it will. |