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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 [[challenge]] for experienced players. | + | 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. (''Except in quatloos, one might think.'') |
==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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==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. | ||
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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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− | The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] | + | The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The "g" at the left is a goblin standing on a pillar (pitted from the z-level above). |
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves. | When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves. | ||
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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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*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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==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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'''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. |