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Editing v0.31:Danger room

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"Danger room" is a term used to describe a place your dwarves go to be continually poked by [[Trap#Upright Spear/Spike|upright spikes]].  This serves two purposes: first, it trains your dwarves in [[Combat_skill#Equipment_skills|Armor User skill]], [[Combat_skill#Equipment_skills|Shield User]], [[Combat skill|Dodger]], [[Combat skill|Fighter]] and to some extent also [[Combat_skill#Weapon_skills|weapons skills]] (if they manage to block attacks with them). Second, it helps keep your [[doctor]]s' skills from rusting and your [[coffin]] makers busy (rarely).
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"Danger room" is a term used to describe a place your dwarves go to be continually poked by active {{l|Trap#Upright Spear/Spike|upright spear traps}}.  This serves two purposes: first, it trains your dwarves in {{l|Combat_skill#Equipment_skills|Armor User skill}}, {{l|Combat_skill#Equipment_skills|Shield User}}, {{l|Combat skill|Dodger}}, {{l|Combat skill|Fighter}} and to some extent also {{l|Combat_skill#Weapon_skills|weapons skills}} (if they manage to block attacks with them). Second, in case of injury, it helps you keep your {{l|doctor}}s' skills from rusting.
  
 
Danger rooms are a useful feature and a great workaround for regular training being too slow. A few people consider this an exploit, because it is incredibly effective.  Reported as {{bug|3855}}.
 
Danger rooms are a useful feature and a great workaround for regular training being too slow. A few people consider this an exploit, because it is incredibly effective.  Reported as {{bug|3855}}.
  
 
== Loadout ==
 
== Loadout ==
The first design challenge is to provide the proper level of lethality.  Do '''not''' use actual spears or menacing spikes, only training spears. Up to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster.
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The first design challenge is to provide the proper level of lethality.  An upright spear trap can be armed with 1 to 10 spears or menacing spikes. '''Be careful what you load these traps with.''' Use training spears; neither actual spears, nor menacing spikes should be used. One to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster.
  
 
== Access control ==
 
== Access control ==
The second design challenge is access control.  If you want your entire fortress to <strike>spank</strike> face these perils, then put the spikes in a major hallway.  If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go.
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The second design challenge is access control.  If you want your entire fortress to <strike>spank</strike> face these perils, then put the traps in a major hallway.  If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go.
  
 
== Triggers ==
 
== Triggers ==
The third challenge is providing an appropriate triggering frequency.  Some signal must be sent to raise and lower the spikes while the dwarves are on them.  This can be accomplished by hooking the spikes to a [[lever]] or [[pressure plate]], or by using a [[repeater]].  If a lever is used, then it should be near the room, so you can keep track of what's happening in the room while still knowing where the control lever is.
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The third challenge is providing an appropriate triggering frequency.  Some signal must be sent to raise and lower the spikes while the dwarves are on them.  This can be accomplished by hooking the traps to a {{l|lever}} or {{l|pressure plate}}, or by using a {{l|repeater}}.  If a lever is used, then it should be near the room, so you can keep track of what's happening in the room while still knowing where the control lever is.
  
 
== Results ==
 
== Results ==
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Here are a few specific designs.
 
Here are a few specific designs.
 
=== One Tile, extendable===
 
 
If you set the door to locked, the soldiers will only have the spike tile as their barracks, for great efficiency. They will all stack on this one tile and train. Set the door to ''Internal'' to adjust the size of the barracks as needed. You might have to unlock the door for new squads so they can path to the armor stand once.
 
 
 
═════╗ + Door
 
  ^+♫║ ^ Spikes
 
═════╝ ♫ Armor stand
 
  
 
=== Simple Minimal Manual Danger Room ===
 
=== Simple Minimal Manual Danger Room ===
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== Caveats ==
 
== Caveats ==
Note that pets will attempt to follow soldiers into the danger room, getting perforated in the process, and leaving corpses and causing [[thought|unhappy thoughts]]; if there is a refuse stockpile or tomb that the pet can go to, a flood of job cancellation messages may result until the spikes cease their triggering. The same applies if a soldier who is carrying an infant enters the danger room.  
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Note that pets will attempt to follow soldiers into the danger room, getting perforated in the process, and leaving corpses and causing {{l|thought|unhappy thoughts}}; if there is a refuse stockpile or tomb that the pet can go to, a flood of job cancellation messages may result until the spear traps cease their triggering. The same applies if a soldier who is carrying an infant enters the danger room.  
  
As of version 0.31.20, pets can be put in a [[pasture]] for their safety -- yes, even the non-grazers.
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As of version 0.31.20, pets can be put in a {{l|pasture}} for their safety -- yes, even the non-grazers.
  
 
To deal with the babies, you can either avoid recruiting (married) females into your military, or you can create male-only squads which you send into the danger room. Once you have dwarves who are very experienced in dodging and shield use, they will be able to train other dwarves much faster than if you simply have beginners training with each other. You can disband your male-only squads when the males are experienced enough, and mix them into all of your squads so that they can help train the rest of the soldiers.
 
To deal with the babies, you can either avoid recruiting (married) females into your military, or you can create male-only squads which you send into the danger room. Once you have dwarves who are very experienced in dodging and shield use, they will be able to train other dwarves much faster than if you simply have beginners training with each other. You can disband your male-only squads when the males are experienced enough, and mix them into all of your squads so that they can help train the rest of the soldiers.
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If you are not averse to cheating-by-modding, change the required skill for a weapon in the weapon raw text. Dwarves will gain that skill while in a danger room at the same prodigious rate. In this way it is possible to train legendary marksdwarves or even teachers using training axes.
 
If you are not averse to cheating-by-modding, change the required skill for a weapon in the weapon raw text. Dwarves will gain that skill while in a danger room at the same prodigious rate. In this way it is possible to train legendary marksdwarves or even teachers using training axes.
  
It's also possible to train [[Swimmer|swimming]], by arranging a means of flooding your danger room and locking your military within.
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It's also possible to train {{l|Swimmer|swimming}}, by arranging a means of flooding your danger room and locking your military within.
  
{{Military}}
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{{Military v0.31}}
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{{Category|Military}}

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