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Editing v0.34:Trap design
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− | {{ | + | {{quality|Exceptional|12:49, 11 March 2012 (UTC)}}{{av}} |
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− | :''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military]]'''.'' | + | :''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military]]'''. See '''[[trapper]]''' for catching vermin-sized creatures in animal traps. |
− | + | * For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]]. | |
− | + | * For a basic overview of how the different machine parts work and work together, see [[machine component]]. | |
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+ | :::::'''''Editors & Contributors''' - Please see the discussion page before posting.'' | ||
+ | |||
==Introduction== | ==Introduction== | ||
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As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife. You may also want a few traps near the edges, to catch the creatures that attempt to go around it. | As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife. You may also want a few traps near the edges, to catch the creatures that attempt to go around it. | ||
− | + | {{diagram|spaces=yes|\ | |
− | +++++++[#F00]^ | + | +++++++[#F00]^[#F00]^[#F00]^+++++++ [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d |
++++++++▓++++++++ ▓ stone/wall | ++++++++▓++++++++ ▓ stone/wall | ||
− | ++++++++▓++++++++ [#F00]^ trap | + | ++++++++▓++++++++ [#F00]^ trap |
++++++++▓++++++++ + floor | ++++++++▓++++++++ + floor | ||
++++++++▓++++++++ | ++++++++▓++++++++ | ||
− | ++++++[#F00] | + | ++++++[#F00]^[#F00]^▓[#F00]^[#F00]^++++++ |
− | [#F00]^ | + | [#F00]^+++++[#F00]^[#F00]^▓[#F00]^[#F00]^+++++[#F00]^ |
− | [#F00]^ | + | [#F00]^▓▓▓▓▓▓▓[#F00]^▓▓▓▓▓▓▓[#F00]^ |
− | [#F00]^ | + | [#F00]^+++++[#F00]^[#F00]^▓[#F00]^[#F00]^+++++[#F00]^ |
− | ++++++[#F00] | + | ++++++[#F00]^[#F00]^▓[#F00]^[#F00]^++++++ |
++++++++▓++++++++ | ++++++++▓++++++++ | ||
++++++++▓++++++++ | ++++++++▓++++++++ | ||
++++++++▓++++++++ | ++++++++▓++++++++ | ||
++++++++▓++++++++ | ++++++++▓++++++++ | ||
− | +++++++[#F00]^[#F00]^[#F00]^ | + | +++++++[#F00]^[#F00]^[#F00]^+++++++ |
− | + | }} | |
====Inside corner trapping==== | ====Inside corner trapping==== | ||
If the path where you will place your traps has bends, expect the enemy to take the most direct path - it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by "x"). | If the path where you will place your traps has bends, expect the enemy to take the most direct path - it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by "x"). | ||
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╔═════════ | ╔═════════ | ||
− | ║ | + | ║ ║xx ?? |
− | ║ | + | ║ ║x ??? |
− | ║ | + | ║???║ .???? ? = unpredictable path |
− | ║ | + | ║???║ .╔═════ |
− | ║ | + | ║ ??║ . ║ . = ''most likely'' path |
− | ║ | + | ║ .║g ║ g = invader |
− | + | ║x . x║ | |
− | + | ║xx xx║ x = ''unlikely'' detour | |
╚═══════╝ | ╚═══════╝ | ||
− | + | ||
Once in a straight hall, anything is possible (represented by "?"), but placing your best (or first) traps on the inside path near "inside" corners (and de-emphasizing outside "dead-end" corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it. | Once in a straight hall, anything is possible (represented by "?"), but placing your best (or first) traps on the inside path near "inside" corners (and de-emphasizing outside "dead-end" corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it. | ||
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====Drawbridge trap==== | ====Drawbridge trap==== | ||
− | Lowering drawbridges on invaders will [[dwarven atom smasher|crush]] them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including [[ | + | Lowering drawbridges on invaders will [[dwarven atom smasher|crush]] them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including [[wagon]]s and [[elephant]]s, who will not only survive unscathed but also destroy the bridge. |
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway. Link the drawbridge to a [[lever|trigger]], and whenever you feel like it activate the trap. This can be done with minimal effort and used to smash invaders, unwanted [[immigration|immigrants]], bothersome [[nobles]], or simply to destroy your garbage. | Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway. Link the drawbridge to a [[lever|trigger]], and whenever you feel like it activate the trap. This can be done with minimal effort and used to smash invaders, unwanted [[immigration|immigrants]], bothersome [[nobles]], or simply to destroy your garbage. | ||
− | ==== | + | ====Pitfall trap==== |
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish. Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered. | A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish. Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered. | ||
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=====Land mines===== | =====Land mines===== | ||
− | In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement "''A section of the cavern has collapsed!''", at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an [[ambush]]) | + | In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement "''A section of the cavern has collapsed!''", at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an [[ambush]]). |
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=====Chasm trap===== | =====Chasm trap===== | ||
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A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this: | A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this: | ||
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+++ | +++ | ||
..........+++ | ..........+++ | ||
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.++++++++. | .++++++++. | ||
.......... A = bait animal | .......... A = bait animal | ||
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The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral. Goblins, bait animal, walls and all plummet into the chasm. | The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral. Goblins, bait animal, walls and all plummet into the chasm. | ||
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[[gravity|Falling objects]] tend to cause ridiculous injury to creatures below, and what better use for [[wear|worn]] socks than mangling intruders. Mix in some loose [[stone]], poor-quality [[furniture]], and any [[goblinite]] lying around, then bury your enemies under a pile of junk. | [[gravity|Falling objects]] tend to cause ridiculous injury to creatures below, and what better use for [[wear|worn]] socks than mangling intruders. Mix in some loose [[stone]], poor-quality [[furniture]], and any [[goblinite]] lying around, then bury your enemies under a pile of junk. | ||
− | A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{k|d}} {{k|b}} {{k|c}} to reclaim the garbage and {{k|d}} {{k|b}} {{k|d}} to have your dwarves haul the junk back to the garbage dumps above | + | A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{k|d}} {{k|b}} {{k|c}} to reclaim the garbage and {{k|d}} {{k|b}} {{k|d}} to have your dwarves haul the junk back to the garbage dumps above. |
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===Water traps=== | ===Water traps=== | ||
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====Drowning tower==== | ====Drowning tower==== | ||
− | This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective [[siege]] defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[ | + | This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective [[siege]] defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[stupid dwarf trick]]. |
While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure. A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended. | While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure. A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended. | ||
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====Magma chamber==== | ====Magma chamber==== | ||
− | Create an airlock using two bridges, two doors or whatever you like best. Make it a medium sized chamber, perhaps 10x10 or so. Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof. Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it. The idea here is a re- | + | Create an airlock using two bridges, two doors or whatever you like best. Make it a medium sized chamber, perhaps 10x10 or so. Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof. Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it. The idea here is a re-useable magma trap; you can use this with a pressure plate, too. It also leaves behind any magma-proof items the invaders might have been carrying. |
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins? | Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins? | ||
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Certain minerals such as [[lignite]] and [[graphite]] have an ignition point but no melting point, meaning that once they are set on [[fire]] they will burn for a very long time (about 9-10 months) unless exposed to water or [[weather|rain]]. Any item made out of these materials has this property, which can be used to design horrifying fiery death traps. | Certain minerals such as [[lignite]] and [[graphite]] have an ignition point but no melting point, meaning that once they are set on [[fire]] they will burn for a very long time (about 9-10 months) unless exposed to water or [[weather|rain]]. Any item made out of these materials has this property, which can be used to design horrifying fiery death traps. | ||
− | Consider a hallway filled with lignite [[floor grate]]s, which can be built directly on the floor and do not impede the passage of enemies. Pouring magma on any one of these grates will set it alight, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider [[traffic|restricting access]] to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, goblins are just as stupid. | + | Consider a hallway filled with lignite [[floor grate]]s, which can be built directly on the floor and do not impede the passage of enemies. Pouring magma on any one of these grates will set it alight{{Verify}}, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider [[traffic|restricting access]] to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, goblins are just as stupid. |
====Flamethrower bunker==== | ====Flamethrower bunker==== | ||
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Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well. | Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well. | ||
− | You may want to build the bridge and mechanisms out of [[dragonfire]] | + | You may want to build the bridge and mechanisms out of [[Fire#Dragonfire|dragonfire-safe]] materials if you are using a dragon. |
You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker. | You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker. | ||
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Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall [[party]] begins to be measured in goblin blood. | Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall [[party]] begins to be measured in goblin blood. | ||
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====Dodge Me Trap==== | ====Dodge Me Trap==== | ||
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The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day). Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain. Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader. | The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day). Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain. Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader. | ||
− | Bioweapon traps have the potential to be very powerful but should be considered extremely | + | Bioweapon traps have the potential to be very powerful but should be considered extremely risky, as extracts are capable of multiplication and don't distinguish between friend or foe. A single bioweapon trap could easily kill all of your dwarves in a season. Bioweapons never require cleaning or resetting, but won't work on many foes. |
− | Alternative biotraps are possible. Using a 'deadly dust' creature rather than its extract is possible, but | + | Alternative biotraps are possible. Using a 'deadly dust' creature rather than its extract is possible, but impractical, as creatures will not use dust attacks without a path to a target, and the creature will be vulnerable, at the very least, to ranged attacks. Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: its secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack. Good luck getting the cage where you want it! |
=== Animal/Gladiator Traps === | === Animal/Gladiator Traps === | ||
War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although, this isn't a guarantee, unarmed goblins are incredibly weak. This trap has a lot more randomness involved than others, so it's more of a novelty than an effective and practical trap. Exotic animals can be much more brutal, so bonus points for catching tigers, bears,(or buying them from elves) or dragons. If you do manage to catch a dragon and tame it, you'll probably want to clear out any other animals, unless they don't mind dragon fire. | War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although, this isn't a guarantee, unarmed goblins are incredibly weak. This trap has a lot more randomness involved than others, so it's more of a novelty than an effective and practical trap. Exotic animals can be much more brutal, so bonus points for catching tigers, bears,(or buying them from elves) or dragons. If you do manage to catch a dragon and tame it, you'll probably want to clear out any other animals, unless they don't mind dragon fire. | ||
− | + | === Minecart launcher === | |
− | + | A [[minecart]], while you think about it, is just a large hunk of metal traveling at a very fast speed in a straight line. Its nature can be used for your advantage. | |
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All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough). | All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough). | ||
− | Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to "push" and "always". | + | Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to "push" and "always". The minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]]. |
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+ | Using multiple carts or filling them with items (preferably sharp or heavy ones) can greatly improve their efficiency. | ||
{{Category|Traps}} | {{Category|Traps}} | ||
{{category|Fortress defense}} | {{category|Fortress defense}} | ||
{{category|Design}} | {{category|Design}} |