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.

Difference between revisions of "v0.34:Mass pitting"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Changed quality rating from "Fine" to "Exceptional" using the rating script)
m (Rule G)
 
(2 intermediate revisions by 2 users not shown)
Line 103: Line 103:
 
Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below and with all cages directly adjacent to pits creatures can be dumped in instantly without having to be led around.
 
Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below and with all cages directly adjacent to pits creatures can be dumped in instantly without having to be led around.
  
A mass of dwarves will pile into the room, pit the creatures at the about same time, and haul the empty cages off to your empty cage stockpile. The poor pathetic creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.
+
A mass of dwarves will pile into the room, pit the creatures at about the same time, and haul the empty cages off to your empty cage stockpile. The poor pathetic creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.
  
 
==The Pit==
 
==The Pit==
Line 115: Line 115:
 
EX
 
EX
  
This is a possible drowning pit where water flows through a tunnel to the right and drains out the left.  Be sure they are hooked to separate levers, and remember the fortification keeps dead things from flowing out, not live things from swimming out.  A door along the bottom of this design allows dwarfs in to loot the spoils, and or clear out any unwanted buildup of bodies ETC.
+
This is a possible drowning pit where water flows through a tunnel to the right and drains out the left.  Be sure they are hooked to separate levers, and remember the fortification keeps dead things from flowing out, not live things from swimming out.  A door along the bottom of this design allows dwarves in to loot the spoils, and or clear out any unwanted buildup of bodies ETC.
  
 
         ░░░░░░░░░░░░
 
         ░░░░░░░░░░░░
Line 185: Line 185:
 
In order to protect frame rate, spread of miasma if you are using this for melee training, gather any remaining loot that was not removed before pitting the creatures, or simply a desire for fortress cleanliness, you can make a bridge as part or all of one wall to the pit.  When retracted it acts as a wall and removes any danger of escaping prisoners, but when all are dead or sufficient military is waiting, you may lower this to retrieve any bodies or valuables. If you do not like having a pit unavailable during this time, you may consider building a second to alternate uses between which one is being filled and which one is being emptied.
 
In order to protect frame rate, spread of miasma if you are using this for melee training, gather any remaining loot that was not removed before pitting the creatures, or simply a desire for fortress cleanliness, you can make a bridge as part or all of one wall to the pit.  When retracted it acts as a wall and removes any danger of escaping prisoners, but when all are dead or sufficient military is waiting, you may lower this to retrieve any bodies or valuables. If you do not like having a pit unavailable during this time, you may consider building a second to alternate uses between which one is being filled and which one is being emptied.
 
Another alternative is to build a raising (instead of a retracting) bridge and use it to atomize all of the miasma producing corpses instead of hauling them topside.
 
Another alternative is to build a raising (instead of a retracting) bridge and use it to atomize all of the miasma producing corpses instead of hauling them topside.
 +
 +
==Alternative Minecart Design==
 +
 +
It is possible to automate a mass pitting system with [[minecart]]s. Minecart "shotgunning" is when a minecart traveling at significant speed encounters an obstacle and "launches" its contents. Cages which were in the minecart, and which encounter an obstacle while traveling at significant speed will similarly "shotgun" their contents, launching their inhabitants. This can empty an entire minecart full of cages simultaneously, without fear of escape. Note, however, that [[flying]] creatures may still be problematic.

Latest revision as of 15:40, 28 July 2021

This article is about an older version of DF.

Mass pitting refers to pitting many caged 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 cage traps in minimal time.

Mass Pitting System[edit]

Also called the Mass Cage Recycling System.

Here's 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.

Building[edit]

  1. Dig out a room and another room of at least the same size directly below it.
  2. In the upper room channel out 6 openings into the lower room which are spaced exactly 2 tiles away from each other.
  3. Build floor hatches and place them over all of the openings.
  4. Place one big animal stockpile over the room such that every tile in the stockpile is adjacent (orthogonally and diagonally) to one of the hatches. Disable empty cages on the stockpile.
  5. Create one large pit zone that covers all of the openings such that all of them are part of the same pit zone. This is critical to prevent hostiles from being led around and spooking your civilians.
  6. Disable all other animal stockpiles except for one empty-cage-only stockpile somewhere.
  7. See below for some suggestions on what to drop your invaders into.

The top room should end up looking like this:

= = = = = = = = =
= ¢ = = ¢ = = ¢ =
= = = = = = = = =
= = = = = = = = =
= ¢ = = ¢ = = ¢ =
= = = = = = = = =
= is the stockpile
¢ is a hatch cover

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 up the top part with more or fewer hatch openings to get larger or smaller stockpile areas, but with six hatches you can empty out 48 cages very quickly, without spooking dwarves, which is enough for many people.

Variations of this design exist, but they all use the same basic principle, that is, all hostiles must be no more than one tile away from a suitable pit. Dwarves must not be ordered to haul the hostile across any distance or else they will become startled and release the dangerous creature.

Use[edit]

Warning!

"Thief" type creatures, flyers, or large creatures like titans will escape using this system. If in doubt, build the cage manually or have suffici