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Editing v0.31:Stupid dwarf trick
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{{D for Dwarf}} | {{D for Dwarf}} | ||
− | A '''stupid dwarf trick''' is any project that requires a large amount | + | A '''stupid dwarf trick''' is any project that requires a large amount time and effort - often for little or no practical benefit. They exist only as a challenge for experienced players. |
==Adventure Mode Fortress== | ==Adventure Mode Fortress== | ||
− | Build a fortress specifically for exploring in | + | Build a fortress specifically for exploring in {{L|adventure mode}}. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. A {{L|chasm}}, underground {{L|river}}, or {{L|hidden fun stuff}} can ensure the fortress is occupied. |
'''Difficulty:''' The sky's the limit. | '''Difficulty:''' The sky's the limit. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' Not applicable. |
==Alarm Clock== | ==Alarm Clock== | ||
− | Are your soldiers all sound asleep | + | Are your soldiers all sound asleep while blood soaks the walls? No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000! Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes! |
'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' Zero. They will sleep through '''anything'''. |
==Alphabet Cages== | ==Alphabet Cages== | ||
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Use captured monsters in cages to spell messages. | Use captured monsters in cages to spell messages. | ||
'''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?) |
==Aqueduct Power== | ==Aqueduct Power== | ||
− | If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river. The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your waterwheel without flooding the fort can be | + | If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river. The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your waterwheel without flooding the fort can be {{L|Fun}}. Diagonal channels make good pressure reducers. |
'''Difficulty:''' High. Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels. | '''Difficulty:''' High. Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels. | ||
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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 wheel. | 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 wheel. | ||
− | '''Difficulty:''' High. Anything to do with draining aquifers is very | + | '''Difficulty:''' High. Anything to do with draining aquifers is very {{L|Fun}}. |
'''Usefulness:''' High. The lowly windmill pales in utility compared to a waterwheel. | '''Usefulness:''' High. The lowly windmill pales in utility compared to a waterwheel. | ||
− | == | + | ==Artificial Waterfall== |
− | + | To keep the waterfall going, you need a {{L|pump}} stack, preferably powered by a {{L|windmill}} or {{L|water wheel}}. | |
− | '''Difficulty:''' | + | '''Difficulty:''' Moderate. |
− | '''Usefulness:''' | + | '''Usefulness:''' Dwarves love {{L|waterfall}}s. Putting a waterfall in your {{L|meeting hall}} will give your dwarves good {{L|thought}}s, although it can significantly lower frame rate |
− | *Bonus: | + | *Bonus: Build it in a "Warm" or hotter {{L|climate}} so it does not freeze. |
− | + | *MegaDwarf Bonus: Use {{L|magma}}. It does not freeze, even in a freezing climate! | |
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− | + | =={{L|Ballista}} Battery== | |
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− | == | ||
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. | Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. | ||
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∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ | ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ | ||
− | The @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) with | + | The @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) with "cotton candy" bolts. The @ at the left is a single Perfectly Agile soldier with orders to patrol up and down, with little delays at the top and bottom. The "g" at the left is a goblin standing on a pillar (I pitted it 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 shoot 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 shoot 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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'''Difficulty:''' Moderate. The hardest part is getting the marksdwarves to shoot from exactly the right spot. | '''Difficulty:''' Moderate. The hardest part is getting the marksdwarves to shoot from exactly the right spot. | ||
− | '''Usefulness:''' High. Even in .18 or worlds generated with high mineral availability, | + | '''Usefulness:''' High. Even in .18 or worlds generated with high mineral availability, you can do this to generate "cotton candy." |
==Break the Dam== | ==Break the Dam== | ||
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'''Usefulness:''' Instantaneous death to all sieges | '''Usefulness:''' Instantaneous death to all sieges | ||
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==Bridge-a-pult== | ==Bridge-a-pult== | ||
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'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining. | '''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining. | ||
+ | |||
+ | '''Downside:''' Before you had goblins at the gates. Now you have goblins on the roof. | ||
==Dam== | ==Dam== | ||
Build a wall across a riverbed to stop the flow of water. Floodgates optional. | Build a wall across a riverbed to stop the flow of water. Floodgates optional. | ||
− | '''Difficulty:''' On a map that freezes in the winter | + | '''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See {{L|dam}}, or Moses effect, below. But with the bonuses it gets a bit harder. |
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system. | '''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system. | ||
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*Bonus: Build a control center to control the water flow. <br /> | *Bonus: Build a control center to control the water flow. <br /> | ||
*Bonus: Draw your entire energy from a power station within. <br /> | *Bonus: Draw your entire energy from a power station within. <br /> | ||
− | * | + | *MegaDwarf Bonus: Use screw pumps and another dam to replace the water with magma. |
− | == | + | =={{l|Danger room|Danger Room}}== |
A room full of upright spear traps linked to a lever or pressure plate. Teach your dwarves to dodge the pointy sticks! | A room full of upright spear traps linked to a lever or pressure plate. Teach your dwarves to dodge the pointy sticks! | ||
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*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew). | *MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew). | ||
− | *MegaDwarfBonus: Use | + | *MegaDwarfBonus: Use adamantine spikes! On the plus side, you have a thriving coffin industry going now. |
==Day Care== | ==Day Care== | ||
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. 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. | A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. 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. | ||
− | '''Difficulty:''' Low | + | '''Difficulty:''' Low <s>but annoying</s>, burrows make this a snap now. You may have to micromanage to get every child into the room, and it'll be a hassle to get the grown ones out without releasing all of them. |
'''Usefulness:''' Low. Protecting the children may be more trouble than it's worth. | '''Usefulness:''' Low. Protecting the children may be more trouble than it's worth. | ||
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*MegaDwarfBonus: Make it a Rhino Trap. | *MegaDwarfBonus: Make it a Rhino Trap. | ||
*SadisticDwarfBonus: Make it a Panda Trap. | *SadisticDwarfBonus: Make it a Panda Trap. | ||
− | * | + | * AnonymousDwarfBonus: Make it a Bee Trap. |
==Drowning Chamber== | ==Drowning Chamber== | ||
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'''Difficulty:''' Moderate. | '''Difficulty:''' Moderate. | ||
− | '''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else | + | '''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else. |
*Bonus: Utilize lava. | *Bonus: Utilize lava. | ||
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*MegaDwarfBonus: Edit the raw and do both! | *MegaDwarfBonus: Edit the raw and do both! | ||
− | == | + | =={{L|Computing|Dwarfputer}} Complex== |
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves. Hook it up to doors, bridges, and traps. | A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves. Hook it up to doors, bridges, and traps. | ||
'''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 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. | + | '''Usefulness:''' Your mechanics and architects will level up very fast. Manual pumps give something for your haulers to do and makes them stronger. 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. |
==Dwarven Apartment Complex== | ==Dwarven Apartment Complex== | ||
− | Essentially, one of the many possible | + | Essentially, one of the many possible {{L|megaprojects}} dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a {{L|noble}}, complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service. |
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'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few "security rooms" (with barracks, ammunition store, ration cache, armory, etc) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point. | '''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few "security rooms" (with barracks, ammunition store, ration cache, armory, etc) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point. | ||
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==Dwarven Disco Ball== | ==Dwarven Disco Ball== | ||
− | Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., | + | Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., {{L|ruby|rubies}}, {{L|sapphire}}s, and {{L|emerald}}s, or colored diamonds if you're really masochistic), the dwarfier. |
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. | '''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. | ||
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'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality. | '''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality. | ||
− | *Bonus: Alternating | + | *Bonus: Alternating {{L|alunite}} and {{L|obsidian}} tiles to make a 'dance floor'. |
*MegaDwarfBonus: Use lava contained in glass for illumination. | *MegaDwarfBonus: Use lava contained in glass for illumination. | ||
− | * | + | *Megadwarf Bonus: Caged "Dancers". |
==Dwarven Labor Camp (aka Dwarkuta)== | ==Dwarven Labor Camp (aka Dwarkuta)== | ||
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Step 8. Freedom! | Step 8. Freedom! | ||
− | *MegaDwarfBonus: In Adventure mode, | + | *MegaDwarfBonus: In Adventure mode, create a character named Mason or Reznov and lead the prisoners to freedom. |
==Dwarven Refrigerator== | ==Dwarven Refrigerator== | ||
− | Dig down to the 3rd cavern layer and harvest as many | + | Dig down to the 3rd cavern layer and harvest as many {{L|nether-cap}}s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. |
'''Difficulty:''' Low to Medium | '''Difficulty:''' Low to Medium | ||
'''Usefulness:''' None except pretty colored barrels | '''Usefulness:''' None except pretty colored barrels | ||
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==Emergency Destruct Stairs== | ==Emergency Destruct Stairs== | ||
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'''Difficulty:''' High danger. Will kill your frame rate. | '''Difficulty:''' High danger. Will kill your frame rate. | ||
− | '''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic | + | '''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic {{L|Carp}}. |
*Bonus: Use magma. | *Bonus: Use magma. | ||
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==Gladiator Arena== | ==Gladiator Arena== | ||
− | Station some soldiers at the bottom of a shallow | + | Station some soldiers at the bottom of a shallow {{L|Activity_zone#Pit/Pond|pit}} and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. |
− | '''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive. (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k| | + | '''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive. (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|h}} to hide the cage and its contents, then going to {{k|z}}-Stocks-Weapons, finding the '''H'''idden weapon and marking it for '''D'''umping (and unforbidding it), then using {{k|d}}-{{k|b}}-{{k|H}} to un-hide everything.) |
− | '''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or | + | '''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or {{l|Fun}} if their armor isn't as good as you thought). |
==Glass Ceiling== | ==Glass Ceiling== | ||
− | Sick of having your | + | Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps. |
− | '''Difficulty:''' Medium. Very | + | '''Difficulty:''' Medium. Very grueling. |
'''Usefulness:''' Low, but potentially fortress-saving. (see above) | '''Usefulness:''' Low, but potentially fortress-saving. (see above) | ||
==Greenhouse== | ==Greenhouse== | ||
− | A | + | A {{L|farming|greenhouse}} is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe. |
'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' Much higher in DF2010, since this is the only way to farm without mud. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, {{L|sun berry|sun berries}} can be brewed into valuable {{L|Sunshine}}, and {{L|whip vine}}s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier. |
*Bonus: Give it a glass floor to allow surface plants even lower down. | *Bonus: Give it a glass floor to allow surface plants even lower down. | ||
− | ==Hammer of | + | ==Hammer of {{L|Armok}}== |
− | A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting. | + | A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting, or any other single-tile collapse mechanism. |
− | '''Difficulty:''' Low. Depends on size and | + | '''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality. |
− | '''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 | + | '''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles length from your entrance actually works against sieges. |
*Bonus: Cover it with blood. | *Bonus: Cover it with blood. | ||
+ | |||
+ | *Bonus: Fill it with booze and add a detonator. | ||
==Ice tower== | ==Ice tower== | ||
− | Building a huge tower is easy. To make things more | + | Building a huge tower is easy. To make things more {{L|fun}}, make one out of some exotic material, like {{L|glass}}, {{L|ice}}, {{L|gold}}, or {{L|soap}}. |
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. | '''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. | ||
'''Usefulness:''' Depends entirely on you. | '''Usefulness:''' Depends entirely on you. | ||
+ | |||
+ | =="I dinna say we wurren't crazy!"== | ||
+ | |||
+ | Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by [http://www.irregularwebcomic.net/1455.html Irregular Webcomic]. | ||
+ | |||
+ | '''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up. | ||
+ | |||
+ | '''Usefulness:''' Negative, due to the insane amounts of space it takes up. | ||
+ | |||
+ | ==It's A TRAP!== | ||
+ | It seems that {{L|trap}}s are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf. | ||
+ | |||
+ | '''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components. | ||
+ | |||
+ | '''Usefulness:''' High. Sieges will be instantaneous, and if you use cage traps, your {{L|arena}} will never want for combatants, including all those pesky wild animals you no longer need to hunt for. | ||
==Journey to the Center of the Earth== | ==Journey to the Center of the Earth== | ||
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'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here. | '''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here. | ||
− | '''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the | + | '''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the {{L|Nobles |Best and Brightest}} for the ship's crew... |
*MegaDwarfBonus: Design it so that it can return OR send all of your nobility on the voyage. | *MegaDwarfBonus: Design it so that it can return OR send all of your nobility on the voyage. | ||
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==Maze== | ==Maze== | ||
− | A maze of twisty little passages, all alike. | + | A maze of twisty little passages, all alike. {{L|Trap}}s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. |
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. | '''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. | ||
− | '''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in | + | '''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in {{L|adventure mode}}. |
− | *Bonus: Generate a world with large mountain | + | *Bonus: Generate a world with large mountain {{L|cave}}s. Instead of using the labyrinth as your backdoor, use it as your fortress. |
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==Magma Chamber== | ==Magma Chamber== | ||
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[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. | [http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. | ||
− | '''Difficulty:''' Very high. You need | + | '''Difficulty:''' Very high. You need {{L|metal}} (or {{L|glass}}) {{L|screw pump}}s to make it work, {{L|magma-safe}} floodgates and mechanisms, plus a big above-ground construction. |
'''Usefulness:''' Marginal. But very cool. | '''Usefulness:''' Marginal. But very cool. | ||
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Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure. But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down. | Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure. But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down. | ||
− | '''Difficulty:''' Medium. Not hard to make, but cutting open a multi-Z magmafall is | + | '''Difficulty:''' Medium. Not hard to make, but cutting open a multi-Z magmafall is Fun. |
'''Usefulness:''' Medium. | '''Usefulness:''' Medium. | ||
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*Bonus:Put the coffin at least 20 floors down. | *Bonus:Put the coffin at least 20 floors down. | ||
*Megabonus:Build it in a volcano if possible, and put the coffin at the very bottom of the map | *Megabonus:Build it in a volcano if possible, and put the coffin at the very bottom of the map | ||
+ | |||
+ | ==Magma Pumping== | ||
+ | It's a lot like pumping water, only more dangerous, and requires the {{L|screw pump|pumps}} to use {{L|magma-safe}} pipes and screws in their construction. | ||
+ | |||
+ | '''Difficulty:''' The difficult part is making all those {{L|iron}} or {{L|steel}} pumps and {{L|bauxite}} {{L|floodgate}}s. Very high risk. | ||
+ | |||
+ | '''Usefulness:''' Magma is fun, but also {{L|Fun}}. | ||
==Mass Cage Recycling System== | ==Mass Cage Recycling System== | ||
+ | Dig out a room and another room of the same size above that. In the upper room channel out at least 6 openings into the lower room which are spaced exactly 2 tiles away from each other. Build floor hatches and place them over all of the openings. 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. Create '''one''' large pit zone that covers all of the openings such that all of them are part of the same pit. Disable all other animal stockpiles except for one empty-cage-only stockpile somewhere. | ||
− | + | The top level should look like this: | |
+ | |||
+ | <pre> | ||
+ | ========= | ||
+ | =c==c==c= | ||
+ | ========= | ||
+ | ========= | ||
+ | =c==c==c= | ||
+ | ========= | ||
+ | |||
+ | = is Stockpile, c is Hatch | ||
+ | One pit zone covers all six hatch openings. | ||
+ | </pre> | ||
+ | |||
+ | Close the lower room off, fill it with traps, your military, turn it into a flood chamber, an arena, a 50 z-level pit, put a live dragon in it, or whatever sadistic sort of thing you want. 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 lead around preventing most types of creatures from escaping. A mass of dwarves will pile into the room, pit the creatures at the about same time, and haul the empty cages off. | ||
+ | |||
+ | '''Warning!''' "Thief" type creatures, flyers, or large creatures like titans will escape before being pitted. If in doubt, build the cage manually or have sufficient military hanging around the top stockpile area. | ||
'''Difficulty:''' Very easy. Requires basic digging and very little time. | '''Difficulty:''' Very easy. Requires basic digging and very little time. | ||
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'''Difficulty:''' Surprisingly easy. | '''Difficulty:''' Surprisingly easy. | ||
− | '''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an | + | '''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an {{L|Aquifer}}, although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable. |
− | == | + | =={{L|Obsidian}} factory== |
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary. | You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary. | ||
'''Difficulty:''' Medium. | '''Difficulty:''' Medium. | ||
− | '''Usefulness:''' Obsidian is 50% more valuable than | + | '''Usefulness:''' Obsidian is 50% more valuable than {{L|flux}} and 3 times as valuable as ordinary stone, making it ideal for your {{L|mason}}s and {{L|stone crafter}}s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber. |
+ | |||
+ | *HanSoloMode: Use as normal, but with prisoners inside. | ||
==Pit o' Doom== | ==Pit o' Doom== | ||
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*Bonus: Spike a goblin on every trap! | *Bonus: Spike a goblin on every trap! | ||
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==Self Destruct Lever== | ==Self Destruct Lever== | ||
− | A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single | + | A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single {{L|support}}. |
'''Difficulty:''' Very high. Extremely fun. | '''Difficulty:''' Very high. Extremely fun. | ||
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'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier. | '''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier. | ||
− | == | + | =={{L|Swimming}} pool== |
− | It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain | + | It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain {{L|swimming}} skill. |
'''Difficulty:''' Low. It's just a pair of reservoirs. | '''Difficulty:''' Low. It's just a pair of reservoirs. | ||
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there. It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity. | '''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there. It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity. | ||
+ | |||
+ | ==Town Destroyer== | ||
+ | Start your fortress in an area with an existing settlement{{verify}}. Create a channel all the way around it, then dig out everything on the Z-level below and watch it obliterate itself (and probably your frame rate). | ||
+ | |||
+ | '''Difficulty:''' Low to medium. It's not hard, just very time-consuming. | ||
+ | |||
+ | '''Usefulness:''' Very low. Unless of course this is a goblin settlement and you want to get rid of them/want revenge for a previous fortress. | ||
==Underground Forest== | ==Underground Forest== | ||
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It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I. | It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I. | ||
− | You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to | + | You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her. |
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You must also make a snazzy/lame acronym name for your AI, here are some examples: | You must also make a snazzy/lame acronym name for your AI, here are some examples: | ||
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<li>D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)</li> | <li>D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)</li> | ||
<li>D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast</li> | <li>D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast</li> | ||
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<!-- Feel free to add your own AI names --> | <!-- Feel free to add your own AI names --> | ||
</ul> | </ul> | ||
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'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food. | '''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food. | ||
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==Vomitorium== | ==Vomitorium== | ||
− | Prevents | + | Prevents {{L|cave adaptation}}. It's like the greenhouse, only instead of a farm, it's a {{L|meeting hall}} or {{L|barracks}}. Since you can't build {{L|table}}s or {{L|bed}}s outside, build the room and {{L|channel}} down to it. Variant: above-ground statue garden or zoo. |
'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
− | '''Usefulness:''' Low. Make sure to wall the pit in or it will become very | + | '''Usefulness:''' Low. Make sure to wall the pit in or it will become very {{L|Fun}} once {{L|goblin}} archers become involved. |
==Watervator== | ==Watervator== | ||
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*MegaDwarfBonus:Utilize trained fish. | *MegaDwarfBonus:Utilize trained fish. | ||
+ | ==Wildlife Overpass== | ||
+ | A bridge from one side of the river to the other so that the endless hordes of camels aren't battering at your doors trying to reach the other side via the underworld instead. | ||
+ | |||
+ | '''Difficulty:''' Extremely Low. | ||
+ | |||
+ | '''Usefulness:''' Low. | ||
+ | *Bonus: Trap it to provide a regular supply of meat, bone, and goblinite. | ||
+ | |||
+ | <!-- | ||
+ | '''Difficulty:''' | ||
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+ | '''Usefulness:''' | ||
− | + | --> |