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Editing Stupid dwarf trick
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− | {{Quality| | + | {{Quality|Masterwork|19:26, 25 August 2020 (UTC)}} |
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{{D for Dwarf}} | {{D for Dwarf}} | ||
− | A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a | + | A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a challenge for experienced players. And remember... no wagering. |
==Adventure mode fortress== | ==Adventure mode fortress== | ||
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'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
− | '''Usefulness:''' Limited. They'll sleep through <s>'''anything'''</s> the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol | + | '''Usefulness:''' Limited. They'll sleep through <s>'''anything'''</s> the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol, making an alarm clock is not impossible, if carefully prepared. |
==Alphabet cages== | ==Alphabet cages== | ||
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'''Difficulty:''' Medium. Vowels are hard to come by. | '''Difficulty:''' Medium. Vowels are hard to come by. | ||
− | '''Usefulness:''' Absolutely none whatsoever | + | '''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?) |
==Altar of Armok== | ==Altar of Armok== | ||
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Aquifers can be a resource of immense power. If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it. One stream can power a lot of wheels. | Aquifers can be a resource of immense power. If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it. One stream can power a lot of wheels. | ||
− | '''Difficulty:''' High. Anything to do with draining aquifers is very [[Fun]] | + | '''Difficulty:''' High. Anything to do with draining aquifers is very [[Fun]]. |
− | '''Usefulness:''' High. | + | '''Usefulness:''' <s>High.</s> Low. It is now very rare to find a powerful enough aquifer. |
==Archaeological excavation== | ==Archaeological excavation== | ||
− | A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (e | + | A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (i.e. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode |
'''Difficulty:''' As High as you want. | '''Difficulty:''' As High as you want. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' Not applicable. |
*Bonus: A museum detailing the lives of those early dwarves. | *Bonus: A museum detailing the lives of those early dwarves. | ||
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* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you! | * Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you! | ||
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* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up. | * Bonus: Build it on top of a tower outside, and then deconstruct the stairs up. | ||
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging. | * Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging. | ||
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==Bolt splitting operation== | ==Bolt splitting operation== | ||
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One curious property of Dwarven physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing. Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick: | One curious property of Dwarven physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing. Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick: | ||
{{diagram|spaces=yes|color=#888|\ | {{diagram|spaces=yes|color=#888|\ | ||
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</frame> | </frame> | ||
</diagram> | </diagram> | ||
− | The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing | + | The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarfs from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts. |
'''Difficulty:''' Moderate. The hardest part is keeping the system running reliably. | '''Difficulty:''' Moderate. The hardest part is keeping the system running reliably. | ||
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==Day care== | ==Day care== | ||
− | A room where you put all your dwarf children so they cannot be kidnapped by snatchers | + | A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!) |
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children. | '''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' Low. Think of the children, they will grow up and enter adult Dwarf life completely unprepared for the [[Fun|things]] [[Dragon|that]] [[Hell|await]] them, having spent their entire lives coddled in a safe room. They might make good nobles however. |
− | * | + | *Bonus: Add dogs and/or other creatures on lashes to constantly bite and scratch the children, so their attributes will raise due to constant fighting and dodging. When they come of ages, you will have incredibly tough, strong and agile dwarves, but covered in scars and psychologically traumatized. |
− | * | + | *DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof. |
− | * | + | *ArmokBonus: Combine this with danger room. |
==Doberman bomb== | ==Doberman bomb== | ||
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*Bonus: Train the dogs inside as war dogs | *Bonus: Train the dogs inside as war dogs | ||
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed | **DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed | ||
− | ***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, [[jabberer]]s or something really dangerous and rare. | + | ***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare. |
− | ****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]]s, [[bronze colossus]]es, [[forgotten beast]]s (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]]. | + | ****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]]. |
==Drophole== | ==Drophole== | ||
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'''Difficulty:''' Medium to high, depending on what you want to build. You'll want to build for very high water flow if you have more than a few fluid gates. | '''Difficulty:''' Medium to high, depending on what you want to build. You'll want to build for very high water flow if you have more than a few fluid gates. | ||
− | '''Usefulness:''' Your mechanics will level up very fast. Manual pumps give something for your haulers to do. Try and make a clock to trigger different mechanisms in different seasons. See if enemies actually blunder into your intricate traps. Watch all hell break loose as water freezes and building destroyers | + | '''Usefulness:''' Your mechanics and architects will level up very fast. Manual pumps give something for your haulers to do. Try and make a clock to trigger different mechanisms in different seasons. See if enemies actually blunder into your intricate traps. Watch all hell break loose as water freezes and building destroyers enter your computer. |
*Bonus: Use lava. | *Bonus: Use lava. | ||
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy. | **Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy. | ||
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'''Difficulty:''' Easy | '''Difficulty:''' Easy | ||
− | '''Usefulness:''' Low | + | '''Usefulness:''' Low, contrary to the description, marksdwarves are more accurate, versatile, and just better. However, if you manage to hit something with this there's a large chance of it getting stunned and crashing to the ground. |
*Bonus: Use minecarts and pressure plates to make it fully automatic. | *Bonus: Use minecarts and pressure plates to make it fully automatic. | ||
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*AlternateBonus: Instead of drawbridges and stone, use jets of water to stun flyers, and then release the dogs. Alternatively, burn them in midair with lava. | *AlternateBonus: Instead of drawbridges and stone, use jets of water to stun flyers, and then release the dogs. Alternatively, burn them in midair with lava. | ||
*FunBonus: Use the above method with lava, except use the lava as a propellent to throw the circus at the local crow population. | *FunBonus: Use the above method with lava, except use the lava as a propellent to throw the circus at the local crow population. | ||
− | * | + | *AmokBonus: Use all of the above to emulate what happens when you drift into American airspace. |
==Flamethrower bunker== | ==Flamethrower bunker== | ||
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'''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else. | '''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else. | ||
− | '''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; ensuring the bridge center tile isn't near the fire, or building the bridges (and mechanisms) from [[ash | + | '''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; ensuring the bridge center tile isn't near the fire, or building the bridges (and mechanisms) from [[ash]], [[divine metal|divine]]{{version|0.43.03}} [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot, if line-of-sight access is available. |
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it. | *Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it. | ||
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*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again. | *MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again. | ||
*MegaArmokEntombmentEXTREME+Bonus: "Forget" to pull the lockdown lever before you pull lever number 2. | *MegaArmokEntombmentEXTREME+Bonus: "Forget" to pull the lockdown lever before you pull lever number 2. | ||
− | *MegaArmokEntombment<s>'''Bait&Switch'''</s>Diplomatic+Bonus: Set the highest level up on another switch, with a particularly <s>'''demanding and annoying noble'''</s> skilled diplomatic representative is waiting at the very bottom to <s>'''lure'''</s> invite them all down for a nice meal on <s>'''his flesh'''</s> the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand <s>'''sacrificial defense'''</s> diplomatic skills to be immortalized in volcanic glass | + | *MegaArmokEntombment<s>'''Bait&Switch'''</s>Diplomatic+Bonus: Set the highest level up on another switch, with a particularly <s>'''demanding and annoying noble'''</s> skilled diplomatic representative is waiting at the very bottom to <s>'''lure'''</s> invite them all down for a nice meal on <s>'''his flesh'''</s> the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand <s>'''sacrificial defense'''</s> grand diplomatic skills to be immortalized in volcanic glass!!! |
− | **UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, | + | **UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, only the highest of quality (and value) memorial slabs. |
==Magma Lock System== | ==Magma Lock System== | ||
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==Magma access early== | ==Magma access early== | ||
− | ASAP from embark, dig down to the magma | + | ASAP from embark, dig down to the magma<br> |
− | + | make 2 magma proof pumps<br> | |
− | make a small (5x5?) room that you can pump magma into and out of | + | make a small (5x5?) room that you can pump magma into and out of<br> |
− | make a stockpile for only iron & steel minecarts in the room | + | make a stockpile for only iron & steel minecarts in the room<br> |
− | + | make enough minecarts to fill the room<br> | |
− | Once | + | Once room is full of minecarts, seal room and pump full of magma<br> |
− | + | then pump magma out<br> | |
− | + | delete stockpile<br> | |
− | + | make a new stockpile near your forge/smelt/glass/kiln area<br> | |
− | + | haul minecarts by hand (or magma proof wheelbarrow)<br> | |
− | + | use tracks and stops to dump 4 deep magma into shallow pits<br> | |
− | 2 minecart loads per pit | + | 2 minecart loads per pit <br> |
'''Difficulty:''' Low. <br> | '''Difficulty:''' Low. <br> | ||
'''Usefulness:''' Very High. <br> | '''Usefulness:''' Very High. <br> | ||
*Bonus: !!Magma Economy By Autumn!! | *Bonus: !!Magma Economy By Autumn!! | ||
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==Magma highway== | ==Magma highway== | ||
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'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna. | '''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna. | ||
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==Monumental statue== | ==Monumental statue== | ||
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==Nuclear Fallout Bunker== | ==Nuclear Fallout Bunker== | ||
− | Build a mini fortress with everything your dwarves could need deep underground. Stock it with enough food, drinks, and materials to last your small band of survivors for years or alternatively make it self-sufficient with its own food production. Lastly | + | Build a mini fortress with everything your dwarves could need deep underground. Stock it with enough food, drinks, and materials to last your small band of survivors for years or alternatively make it self-sufficient with its own food production. Lastly add a bridge that allows you to seal off the bunker from the rest of the world. |
'''Difficulty:''' Easy-Medium depending on the relative luxury of the bunker and how many dwarves you intend to shelter from the apocalypse. | '''Difficulty:''' Easy-Medium depending on the relative luxury of the bunker and how many dwarves you intend to shelter from the apocalypse. | ||
− | '''Usefulness:''' High. If your fort is threatened by some particularly nasty disaster (be it | + | '''Usefulness:''' High. If your fort is threatened by some particularly nasty disaster (be it tantrum spiral or Bronze Colossus) simply rush your best and brightest dwarves down to the Nuclear Fallout Bunker and raise the bridge, sealing it off from the rest of the world. |
*MutallyAssuredDestructionBonus: Have a self-destruct lever in the bunker that is pulled once everyone is safely inside. | *MutallyAssuredDestructionBonus: Have a self-destruct lever in the bunker that is pulled once everyone is safely inside. | ||
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==Pressure washer== | ==Pressure washer== | ||
− | A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and | + | A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.] |
'''Difficulty:''' Medium, construction technique takes some consideration. | '''Difficulty:''' Medium, construction technique takes some consideration. | ||
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'''Usefulness:''' Medium-High. Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit. | '''Usefulness:''' Medium-High. Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit. | ||
− | * Bonus: Fill it with Magma instead (though | + | * Bonus: Fill it with Magma instead (though Magma doesn't pressurize). |
==Quantum Blizzard Cannon== | ==Quantum Blizzard Cannon== | ||
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'''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization. | '''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization. | ||
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==Rehabilitation centre== | ==Rehabilitation centre== | ||
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* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently. | * Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently. | ||
* FunBonus: use the lever to drop the fortress off a pillar while simultaneously opening the [[hidden fun stuff]], preferably in a whole lot of places. | * FunBonus: use the lever to drop the fortress off a pillar while simultaneously opening the [[hidden fun stuff]], preferably in a whole lot of places. | ||
− | *ExtraFunBonus: do as | + | *ExtraFunBonus: do as may of these bonuses as you please (as long as they still function together) AND unleash a whole lot of dwarves throwing tantrums near the lever when you wish to set the fun things off. |
==Shark catcher== | ==Shark catcher== | ||
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'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains. | '''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains. | ||
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==Underground forest== | ==Underground forest== | ||
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'''Difficulty:''' You will get a were sooner or later. Getting him pitted in the right spot without havoc is the hard part. | '''Difficulty:''' You will get a were sooner or later. Getting him pitted in the right spot without havoc is the hard part. | ||
− | '''Usefulness:''' Low | + | '''Usefulness:''' Low. |
*Bonus: Make the werewolf do most of the work himself. | *Bonus: Make the werewolf do most of the work himself. | ||
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In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range. | In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range. | ||
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'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial. | '''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial. |