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Difference between revisions of "v0.34:Stupid dwarf trick"

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==Adventure Mode Fortress==
 
==Adventure Mode Fortress==
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EDITORS!
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For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!
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ALSO, be sure to include the following format:
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'''Difficulty:'''
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'''Usefulness:'''
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One (1) blank line between last line of prev subsection and next sub-section title.
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Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied.  
 
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied.  
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==Altar of Armok==
 
==Altar of Armok==
  
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass "windows." It should have magma inside. The altar should be adorned with large obsidian spikes, at it pleases Armok.  
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Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass "windows." It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok.  
  
 
'''Difficulty:''' Medium, raising with the amount(and respective difficulty) of bonuses you add.
 
'''Difficulty:''' Medium, raising with the amount(and respective difficulty) of bonuses you add.
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'''Usefulness:''' Little to none, except for having a cool altar that you can use to WOW other players.
 
'''Usefulness:''' Little to none, except for having a cool altar that you can use to WOW other players.
  
*Bonus: Guard the ALTAR with a megabeast.
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*Bonus: Guard the altar with a megabeast.
*Bonus: Cover the ALTAR with blood of a Titan.
+
*Bonus: Cover the altar with blood of a Titan.
**MegaBonus: Cover the ALTAR with blood of a denizen of the HFS.
+
**MegaBonus: Cover the altar with blood of a denizen of the HFS.
***ArmokBonus: Build the ALTAR in the HFS.
+
***ArmokBonus: Build the altar in the HFS.
*MegaBonus: Cover the ALTAR in a temporarily lasting strength inducing extract.
+
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.
*BerserkBonus: Cover the ALTAR in a nausea-inducing extract.
+
*BerserkBonus: Cover the altar in a nausea-inducing extract.
*BloodBonus: Also cover the ALTAR in a extract inducing slow death.
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*BloodBonus: Also cover the altar in an extract inducing slow death.
**SychronizationBonus: Make it so that a dwarf that goes into contact with the ALTAR dies the moment the strength runs out.
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**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.
*SacrificialBonus: Sacrifice a dwarf to the ALTAR every day.
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*SacrificialBonus: Sacrifice a dwarf to the altar every day.
**MegaSacrificailBonus: Sacrifice an elf to the ALTAR every day.
+
**MegaSacrificailBonus: Sacrifice an elf to the altar every day.
**HistorySacrificialBonus: Sacrifice a human to the ALTAR every day
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**HistorySacrificialBonus: Sacrifice a human to the altar every day
***MegaArmokBonus: Sacrifice all three species to the ALTAR every day!
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***MegaArmokBonus: Sacrifice all three species to the altar every day!
*MonarchBonus: Build the ALTAR in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.
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*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.
  
 
==Aqueduct Power==
 
==Aqueduct Power==
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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.  
  
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder.  
+
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder.  
  
 
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.
 
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.
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==Bolt Splitting Operation==
 
==Bolt Splitting Operation==
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 modification 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:
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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:
 
{{diagram|spaces=yes|color=#888|\
 
{{diagram|spaces=yes|color=#888|\
 
   ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
 
   ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
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==Bridge-a-pult==
 
==Bridge-a-pult==
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place.  
+
A bridge that raises under its victims' feet, flinging enemies away.  
 +
 
 +
Bridges don't fling creatures in any specific direction, apart from "up". So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them.  
  
'''Difficulty:''' The hard part is the nasty place they get flung to.  
+
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.
  
 
'''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.
  
 +
===Cat-a-pult===
 +
Essentially a Bridge-a-pult, with specific ammo.
 +
 +
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]<br />
 +
 +
'''Difficulty''': Very easy, given that you have live cats in your fortress.
  
 
==Corpse processing facility==
 
==Corpse processing facility==
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1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.
 
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.
  
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with a artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.
+
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.
  
 
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on "accept from links only" so your dwarves only haul out the bones and not the trash.
 
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on "accept from links only" so your dwarves only haul out the bones and not the trash.
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'''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.
 
'''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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==[[Drowning chamber]]==
 
==[[Drowning chamber]]==
'''Difficulty:''' Moderate.  
+
'''Difficulty:''' Easy to Moderate, depending on design.
  
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else. Just be ready for something that knows how to swim. Also useful for catching fishies.  
+
'''Usefulness:''' Kill goblins, elves, nobles, legendary cheese makers, kobolds or anything you feel like. There are easier and less annoying ways to kill something, but it is all about the satisfaction. Also, build your trade depot in it ! Can prove fun if poorly designed.  
  
*Bonus: Utilize lava.
+
More info at [[trap design]]
*Bonus: Utilize trained fish.
+
 
*MegaDwarfBonus: Edit the raws and do both.
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*Bonus: Utilize lava. (Though in retrospect, you should really have used lava beforehand)
 +
*Bonus: Utilize trained fish. Preferably [[carp]].
 +
*DwarfBonus: Automatize your drowning chamber by careful use of pressure plates.
 +
*MegaDwarfBonus: Edit the raws and do all three.
  
 
==[[Computing|Dwarfputer]] Complex==
 
==[[Computing|Dwarfputer]] Complex==
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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 and architects will level up very fast.  Manual pumps give something for your haulers to do<s> and makes them stronger</s> (in 31.25 only military work increases stats, I was really disappointed after 4 years of nonstop pumping only to see weak in urist description).  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.
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'''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:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).
 
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).
  
'''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.
  
 
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.
 
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.
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'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners
 
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners
  
'''Usefullness:''' Medium. creates vertical circulation and brings light to lower levels.
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'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.
  
*MegaDwarfBonus: Create a network of self sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)
+
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).
 +
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)
  
 
==Dwarven Disco Ball==
 
==Dwarven Disco Ball==
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'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.
 
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.
 +
 +
==Dwarven Machine Gun==
 +
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.
 +
 +
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].
 +
 +
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.
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 +
*Bonus: Automatically reload minecarts with [[magma]].
 +
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.
  
 
==Emergency Destruct Stairs==
 
==Emergency Destruct Stairs==
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==Flood the World==
 
==Flood the World==
'''Difficulty:''' High danger. Will kill your frame rate.  
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'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).
  
 
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].
 
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].
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==Greenhouse==
 
==Greenhouse==
A [[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.
+
A [[farming|greenhouse]] is just a farm with 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.  
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*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.
 +
**DwarfBonus: Utilize [[obsidian|volcanic glass]].
  
 
==Hammer of [[main:armok|Armok]]==
 
==Hammer of [[main:armok|Armok]]==
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*HumanBonus: Dig a moat around your castle.
 
*HumanBonus: Dig a moat around your castle.
 
*MegaHumanBonus: Fill the moat with lava.
 
*MegaHumanBonus: Fill the moat with lava.
 +
*SurfaceDwellerBonus: get the stone for your constructions entirely from open-pit quarries, i.e. by channelling instead of mining.
  
 
==Ice tower==
 
==Ice tower==
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**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!
 
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!
 
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!
 
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!
 +
 +
==single-Lever Emergency Lockdown (LEL)==
 +
 +
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build 1*(length of your stairwell) bridges (that raise!) on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.
 +
 +
3*3 stairwell setup:
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{{diagram|1=
 +
O[#6ff]╞[#6ff]═[#6ff]╡O
 +
[#6ff]╥XXX[#6ff]╥
 +
[#6ff]║XXX[#6ff]║
 +
[#6ff]╨XXX[#6ff]╨
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O[#6ff]╞[#6ff]═[#6ff]╡O
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}}
 +
 +
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'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)
 +
 +
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.
 +
 +
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).
 +
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)
 +
*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.
  
 
==Maze==
 
==Maze==
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'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.
 
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.
  
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.
+
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.
  
 
*Bonus: Put the coffin at least 20 floors down.
 
*Bonus: Put the coffin at least 20 floors down.
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*Bonus: Make the statue hollow and have dwarves live inside it.
 
*Bonus: Make the statue hollow and have dwarves live inside it.
 +
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.
 +
**UberTombBonus: Use the statue as a tomb and put their coffins in it.
 
*Dwarfbonus: Give the statue magma eyes.
 
*Dwarfbonus: Give the statue magma eyes.
 
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.
 
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.
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* Bonus: Spike a goblin on every trap!
 
* Bonus: Spike a goblin on every trap!
 +
* Megabonus: Spike traders who annoy you on the traps!
  
 
==Sectorized World==
 
==Sectorized World==
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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.
  
* DorfBonus: Make it have a timer before your fortress self destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].
+
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].
 
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.
 
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.
 
* 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.
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==Shark Catcher==
 
==Shark Catcher==
 
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.
 
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.
 +
 
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.
 
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.
  
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==Zombie Thunderdome==
 
==Zombie Thunderdome==
Embark in an Evil biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!
+
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!
  
 
'''Difficulty:''' Low.  
 
'''Difficulty:''' Low.  
  
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].
+
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[Defense guide|there may be better things]] [[Mega construction|to do with your time]].
  
 
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.
 
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.
 
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.
 
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.
 
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.
 
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.
{{Category|Design}}
 
  
 +
===Zombie Shooting Gallery===
 +
 +
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.
  
==single-Lever Emergency Lockdown (LEL)==
+
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.
  
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build 1*(length of your stairwell) bridges (that raise!) on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.
+
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.
  
3*3 stairwell setup:
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{{Category|Design}}
  
{{diagram|1=
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<!--From older version:
O[#6ff]╞[#6ff]═[#6ff]╡O
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EDITORS!
[#6ff]╥XXX[#6ff]╥
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For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!
[#6ff]║XXX[#6ff]║
 
[#6ff]╨XXX[#6ff]╨
 
O[#6ff]╞[#6ff]═[#6ff]╡O
 
}}
 
  
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ALSO, be sure to include the following format:
  
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)
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'''Difficulty:'''  
  
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.
+
'''Usefulness:'''  
  
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).
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One (1) blank line between last line of prev subsection and next sub-section title.
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)
+
-->
*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.
 

Latest revision as of 02:52, 7 September 2025

This article is about an older version of DF.
D4Dwarf.png This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.


A stupid dwarf trick is any project that requires a large amount of time and effort - often for little or no practical benefit. They exist primarily as a challenge for experienced players.

Adventure Mode Fortress[edit]

Build a fortress specifically for exploring in adventure mode. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the caverns or hidden fun stuff should ensure the fortress is occupied.

Difficulty: The sky's the limit.

Usefulness: None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.

Alarm Clock[edit]

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.

Usefulness: Limited. They'll sleep through anything 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[edit]

Cage.gif

Use captured monsters in cages to spell messages.

Difficulty: Medium. Vowels are hard to come by.

Usefulness: Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)

Altar of Armok[edit]

Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass "windows." It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok.

Difficulty: Medium, raising with the amount(and respective difficulty) of bonuses you add.

Usefulness: Little to none, except for having a cool altar that you can use to WOW other players.

  • Bonus: Guard the altar with a megabeast.
  • Bonus: Cover the altar with blood of a Titan.
    • MegaBonus: Cover the altar with blood of a denizen of the HFS.
      • ArmokBonus: Build the altar in the HFS.
  • MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.
  • BerserkBonus: Cover the altar in a nausea-inducing extract.
  • BloodBonus: Also cover the altar in an extract inducing slow death.
    • SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.
  • SacrificialBonus: Sacrifice a dwarf to the altar every day.
    • MegaSacrificailBonus: Sacrifice an elf to the altar every day.
    • HistorySacrificialBonus: Sacrifice a human to the altar every day
      • MegaArmokBonus: Sacrifice all three species to the altar every day!
  • MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.

Aqueduct Power[edit]

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 just right so it powers your waterwheel without flooding the fort can be 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.
Aquifers will absorb any amount of water at any rate. Using an aquifer as drain for the reservoir will nullify the risk of flooding the fortress due to the drain not keeping up with the supply.

Usefulness: High. As much water and power as you want, wherever you want, whenever you want.

Aquifer Power[edit]

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 Fun.

Usefulness: High. The lowly windmill pales in utility compared to a waterwheel.

Archaeological Excavation[edit]

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.

Usefulness: Not applicable.

  • Bonus: A Museum detailing the lives of those early dwarves
  • DwarfBonus: Some of those early dwarves frozen in a block of ice

Artificial Waterfall[edit]

To keep the waterfall going, you need a pump stack, preferably powered by a windmill or water wheel. Alternatively, an aquifer, or other limitless water source, makes for a waterfall entirely underground.

Difficulty: Moderate (Low if there is an aquifer above pouring down).

Usefulness: Dwarves love waterfalls. Putting a waterfall in your meeting hall will give your dwarves good thoughts, although it can significantly lower frame rate.

  • Bonus: Build it in a "Warm" or hotter climate so it does not freeze.
  • DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year!
  • MegaDwarfBonus: Use magma. It does not freeze, even in a freezing climate!
  • MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.

Ballista Battery[edit]

Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire.

Difficulty: Low. If you insist on highly trained operators with high-quality ballistas, it gets harder.

Usefulness: A complicated and dangerous way to defend a single corridor. Ultimately extremely effective. Sometimes.

Bastion[edit]

Construct an isolated burrow containing a farmer and some labourers, containing at least an uncontaminated well (an aquifer is great for this) and some farms. Use whatever elaborate mechanism you wish to seal it off from the rest of the fortress. Congratulations; your bastioned dwarves and their descendants will keep your fortress alive forever until one of them goes nuts.

  • Bonus: Build your bastion at least in part in a clay or sand layer, connect to magma (using a fortification in the channel to stop those annoying fireproof creatures from sneaking in), and continue manufacturing useless crap even as the world crumbles around you!
  • 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.
  • MegaDwarfBonus: Hollow out a shell around your bastion, connecting it to the rest of the cavern by a single 1x1 adamantine support, and flood the shell with magma.

Difficulty: Low.

Usefulness: High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.

Bathtub[edit]

Stop dwarves from hauling in tons of exotic, poisonous sludges into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.

Difficulty: Moderate

Usefulness: Low in most cases. High in some evil areas.

  • DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.
  • MegaDwarfBonus: Clean it with magma.
  • *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when cauterizing the main one and closes and cauterizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.
  • ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.
  • ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.

Bolt Splitting Operation[edit]

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:

+ + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+ g + + + + + + + + + + + + + @
+ + + + + + + + + + + + + +
+ + + + + + + + + + + + + +


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 fortifications. The blue ☻ at the left is a single 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.

Difficulty: Moderate. The hardest part is keeping the system running reliably.

Usefulness: Moderate. While there are certainly easier ways to generate adamantine, this is perhaps the most dwarfy.

  • Bonus: Build a repeater to open and close the doors automatically.

Break the Dam (Release the River!)[edit]

Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically

Difficulty: Low

Usefulness: Instantaneous death to all sieges

  • DwarfBonus: Use magma.

Bridge-a-pult[edit]

A bridge that raises under its victims' feet, flinging enemies away.

Bridges don't fling creatures in any specific direction, apart from "up". So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them.

Difficulty: Fairly easy. Getting the timing right promises to be the biggest challenge.

Usefulness: There are far more effective ways to defend a fortress, but few are as entertaining.

Cat-a-pult[edit]

Essentially a Bridge-a-pult, with specific ammo.

Usefulness: Can be used as a way to stop a catsplosion if used with male cats. Cats can also be replaced with elite citizens of your fortress.

Difficulty: Very easy, given that you have live cats in your fortress.

Corpse processing facility[edit]

With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough.

1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating floor hatches that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live goblins into it, they usually yield 6 bones and some body parts.

2. The second way is much more efficient than the first, but requires 1 or more artifact mechanisms to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism door in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.

Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on "accept from links only" so your dwarves only haul out the bones and not the trash.

Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with "door taken by intruder" and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).

Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.

  • Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.

Difficulty: Hard

Usefulness: High, and becomes higher the more corpses you have; especially useful for getting something out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).

Dam[edit]

Build a wall across a riverbed to stop the flow of water. Floodgates optional.

Difficulty: On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See 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.

  • Bonus: Excavate a reservoir and a lower river valley.
  • Bonus: Build a control center to control the water flow.
  • Bonus: Draw your entire energy from a power station within.
  • MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.

Danger Room[edit]

A room full of upright spear traps linked to a lever or pressure plate. Teach your dwarves to dodge the pointy sticks!

Difficulty: Low to Medium, depending on how you activate the traps.

Usefulness: High. Trains combat skills very quickly, assuming you don't kill anyone.

Downside: Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.

  • MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).
  • MegaDwarfBonus: Use adamantine spikes! On the plus side, you have a thriving coffin industry going now.

Day Care[edit]

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 (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.

Usefulness: Low. Think of the children, they will grow up and enter adult Dwarf life completely unprepared for the things that 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[edit]

Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway. Link this cage to a pressure plate beside it. Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets. The trap actually going off will probably be very bad for your frame rate.

Difficulty: Low to high, depending on the animal you use

Usefulness: Medium to very high, potentially fortress-saving

Drowning chamber[edit]

Difficulty: Easy to Moderate, depending on design.

Usefulness: Kill goblins, elves, nobles, legendary cheese makers, kobolds or anything you feel like. There are easier and less annoying ways to kill something, but it is all about the satisfaction. Also, build your trade depot in it ! Can prove fun if poorly designed.

More info at trap design

  • Bonus: Utilize lava. (Though in retrospect, you should really have used lava beforehand)
  • Bonus: Utilize trained fish. Preferably carp.
  • DwarfBonus: Automatize your drowning chamber by careful use of pressure plates.
  • MegaDwarfBonus: Edit the raws and do all three.

Dwarfputer Complex[edit]

A big mess of fluid, machine, and/or creature 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.

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.
    • Doombonus: Use lava and build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.
      • SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.

Dwarven Apartment Complex[edit]

Essentially, one of the many possible 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 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☼).

Difficulty: Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).

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.

  • MegaDwarfBonus: Extend the tower to have levels below ground as well as above.
  • MegaDwarfBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)

Dwarven Courtyards[edit]

Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.

Difficulty: Medium, make sure not to mess up or you will lose your miners

Usefulness: Medium. creates vertical circulation and brings light to lower levels.

  • Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).
  • MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)

Dwarven Disco Ball[edit]

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., rubies, sapphires, and emeralds, 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.

Usefulness: Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.

  • Bonus: Alternating alunite and obsidian tiles to make a 'dance floor'.
  • MegaDwarfBonus: Use lava contained in glass for illumination.
  • UltraDwarfBonus: Caged "dancers".

Dwarven Labor Camp (aka Dwarkuta)[edit]

Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.

  • Bonus: Build the giant digging machines. They don't actually have to dig anything.
  • Bonus: Go into the raws and rename the beverage of your choice to "Dwarven Vodka", and drink to the glory of the Motherland!
  • MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.

Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.

Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.

Step 3. Rain fire: Use your imagination. Try using magma, if possible.

Step 4. Unleash the horde: Attack!

Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.

  • Bonus: Use a ballista.

Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.

Step 7. Raise hell: Exactly what it says on the tin.

Step 8. Freedom!

  • MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.

Dwarven Refrigerator[edit]

Dig down to the 3rd cavern layer and harvest as many nether-caps 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

Usefulness: Low. Booze stored inside will not perish due to heat if say, magma is dumped on it.

Dwarven Machine Gun[edit]

Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.

Difficulty: Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with magma.

Usefulness: High. A sophisticated minecart trap can keep out even the most persistent invaders.

  • Bonus: Automatically reload minecarts with magma.
  • MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.

Emergency Destruct Stairs[edit]

A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it. In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow. Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.

Difficulty: Harder than it sounds.

Usefulness: Sometimes... sometimes they fly.

Execution Tower[edit]

Just a tall tower to chuck your captives to their deaths.

Difficulty: Easy.

Usefulness: Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.

Flamethrower bunker[edit]

If your fortress happens to be visited by a dragon, capture it in a cage trap, then release it into a sealed bunker with fortifications around the edge. When invaders arrive, watch them get roasted.

Difficulty: Low, but requires a lot 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: The dragon will quickly deal with any sieges and megabeasts (aside from titans), though it will also set the hillside on fire. Also, any protective bridges in front of the fortifications will melt under sustained fire, leaving you with a bunker that nobody can safely approach; building the bridges (and mechanisms) from adamantine (or raw adamantine) will make them last longer, but not forever. A nether-cap bridge with a (preferably non-flammable) artifact mechanism should be safe. Additionally, a skilled enemy archer could easily kill your dragon with a lucky shot.

  • Bonus: Capture a fire-breathing titan or forgotten beast and use it.
  • MegaDwarfBonus: Release the denizens of the underworld and use them.

Flood the World[edit]

Difficulty: High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).

Usefulness: Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic giant sponge.

  • Bonus: Use magma, just like Boatmurdered.
  • MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.
  • MegaArmokBonus: Mod the game and do both.

Gladiator Arena[edit]

Station some soldiers at the bottom of a shallow 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 d-