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Editing Mass pitting
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− | {{Quality| | + | {{TipBox2|titlebg=#c00|textbg=#ffd|Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only "thief" type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. If in doubt, build the cage manually or have sufficient military hanging around the top stockpile area.}} |
− | {{projects}} | + | |
− | {{av}} | + | {{Quality|Exceptional|18:43, 24 January 2014 (UTC)}} |
+ | {{projects}}{{av}} | ||
'''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 System= | |
− | Also called the 'Mass Cage Recycling System'. | + | :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. | |
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− | == | + | ==Building== |
− | #Dig out a room and another room | + | #Dig out a room and another room of at least the same size directly below it. |
#In the upper room [[channel]] out openings into the lower room which are evenly spaced and exactly 2 tiles away from each other ''(see image below)''. | #In the upper room [[channel]] out openings into the lower room which are evenly spaced and exactly 2 tiles away from each other ''(see image below)''. | ||
#Build floor [[hatch]]es and place them over all of the openings. | #Build floor [[hatch]]es and place them over all of the openings. | ||
− | #Mark each hatch [[forbid]]den. ''(In experiments this has been shown to help stop normal creatures in 0.40.xx from escaping.)'' | + | #Mark each hatch [[forbid]]den and [[Door#Usage|tightly closed]] to pets (''not'' "locked"). ''(In experiments this has been shown to help stop normal creatures in 0.40.xx from escaping.)'' |
#Place one big [[Stockpile#Animal|animal stockpile]] over the room such that every tile in the stockpile is adjacent ([[orthogonal]]ly or diagonally) to one of the hatches. Disable "empty cages" on the stockpile. | #Place one big [[Stockpile#Animal|animal stockpile]] over the room such that every tile in the stockpile is adjacent ([[orthogonal]]ly or diagonally) to one of the hatches. Disable "empty cages" on the stockpile. | ||
#Create '''one''' large [[Activity_zone#Pit.2FPond|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. | #Create '''one''' large [[Activity_zone#Pit.2FPond|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. | ||
#Disable all other animal stockpiles except for one empty-cage-only "animal" stockpile somewhere. | #Disable all other animal stockpiles except for one empty-cage-only "animal" stockpile somewhere. | ||
− | #See [[#Pit | + | #See [[Mass pitting#The Pit|below]] for some suggestions on what to drop your invaders into. |
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+ | The top room should end up looking something like this: | ||
− | + | <diagram> | |
− | |||
− | === | + | ========= |
+ | =[@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> | |
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− | + | 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. | |
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− | == | + | ==Use== |
− | + | Before pitting your captives, you may wish to [[Cage#How_to_disarm_hostiles_in_cages|disarm them]] -- depending on what you've built for them to fall into. | |
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− | + | 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. | |
− | == Pit | + | ==The Pit== |
After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on its construction: | After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on its construction: | ||
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====Drowning chamber==== | ====Drowning chamber==== | ||
− | Fill up the room below with water and watch as the invaders drown. Requires only some buckets and a water source. May be difficult or troublesome to recover anything dropped into the waters below. Consider a filling and draining method using floodgates bordered by fortifications. Ensure that the hatches over the openings are | + | Fill up the room below with water and watch as the invaders drown. Requires only some buckets and a water source. May be difficult or troublesome to recover anything dropped into the waters below. Consider a filling and draining method using floodgates bordered by fortifications. Ensure that the hatches over the openings are permamently set to forbidden, otherwise things can and will swim back into the room above resulting in [[Losing|fun]]. Dwarves will not have an issue dumping things through the forbidden hatches. |
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 | + | 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. |
░░░░░░░░░░░░ | ░░░░░░░░░░░░ | ||
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====Lava Pool==== | ====Lava Pool==== | ||
− | Alternatively | + | Alternatively you can fill the room with magma and watch as the hostiles are instantly incinerated! Requires an [[aqueduct]] and/or magma safe materials. |
====Weapon Trap Hallway==== | ====Weapon Trap Hallway==== | ||
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░TTTT ░ | ░TTTT ░ | ||
░T░░░ ░ | ░T░░░ ░ | ||
− | ░T░T░ ░ <-- align p | + | ░T░T░ ░ <-- align p n Lvl 1 with center T n this level. |
░TTT░ ░ | ░TTT░ ░ | ||
░░░░░░░░░░░░░░░░░ ░ | ░░░░░░░░░░░░░░░░░ ░ | ||
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====Fortifications==== | ====Fortifications==== | ||
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+ | [[Image:Pitting_room.png|thumb|right|200px|Marksdwarf training room]] | ||
By lining the pit room with fortifications you are able to safely train your marksdwarves. This provides a feasible and quick alternative to the slow process of using archery targets. By ordering your military to use [[bone]] [[bolts]] and leaving your hostiles fully armored even a small group of goblins will live to be used as target practice for months. Miasma produced during this time may give dwarves unhappy [[thoughts]]. To avoid this stagger fortifications with solid walls in such a way that diagonal gaps are between you and the rot. | By lining the pit room with fortifications you are able to safely train your marksdwarves. This provides a feasible and quick alternative to the slow process of using archery targets. By ordering your military to use [[bone]] [[bolts]] and leaving your hostiles fully armored even a small group of goblins will live to be used as target practice for months. Miasma produced during this time may give dwarves unhappy [[thoughts]]. To avoid this stagger fortifications with solid walls in such a way that diagonal gaps are between you and the rot. | ||
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Also remember that you must keep civilians out of sight of the fortifications. Despite blocking the pathing of the hostiles, it does not prevent civilians from canceling jobs when they see the baddies through your fortifications. | Also remember that you must keep civilians out of sight of the fortifications. Despite blocking the pathing of the hostiles, it does not prevent civilians from canceling jobs when they see the baddies through your fortifications. | ||
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====Long Term Maintenance==== | ====Long Term Maintenance==== | ||
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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== |
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− | [[ | + | 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. |