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Difference between revisions of "v0.31:Exploit"

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{{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}}
 
{{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}}
  
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.
+
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[Main:cheating|cheating]]' because exploits occur within the game as written and do not need any external [[Main:utilities|utilities]] or [[Main:modding|modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Main:Dwarf Fortress|Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.
  
 
== Atom Smasher ==
 
== Atom Smasher ==
 +
{{main|Dwarven atom smasher}}
  
 
A [[drawbridge]], when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.
 
A [[drawbridge]], when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.
 
==Bookkeeper Exercise Program==
 
 
Changing your [[bookkeeper]]'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to [[legendary]]. Even if this is a bug it is not really an exploit, since a) you actually want highest precision anyway b) he attains highest precision rather fast (depending, for example, on how many stones you have mined) and thus one can not train an unlimited number of, if even several, dwarves that way.
 
 
Some would argue this is not as much of an exploit as it was in 40d, since the legendary bookkeeping skill does not lead to new attributes, and therefore really gets you very little.
 
  
 
==Manager Exercise Program==
 
==Manager Exercise Program==
  
As a {{L|Manager}}, skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to {{L|legendary}} as an {{L|Organizer}}.  The tasks can then be removed once approved.
+
As a [[Manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]].  The tasks can then be removed once approved.
  
 
==Merchant Swindles==
 
==Merchant Swindles==
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Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.
 
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.
  
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become very angry if you do, so never open the door once they are on the brink of death.
+
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.
  
 
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.
 
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.
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== Quantum stockpiles ==
 
== Quantum stockpiles ==
  
By designating a garbage pit [[zone]] instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.
+
By designating a garbage pit zone instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.
  
 
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave.
 
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave.
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Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.
 
Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.
  
== Trap fields ==
 
  
Laying a field of [[trap]]s with a sufficient depth can protect your fortress from all invaders (except the ones that are trap immune) with no need to maintain a [[military]]. Traps are somehow intelligent enough to distinguish between [[pet]]s and allies while being dangerous to enemies and wild animals.
+
=== The Undump ===
 +
 
 +
If your stockpiles keep filling up (usually furniture, ammo, refuse and food), [http://www.bay12forums.com/smf/index.php?PHPSESSID=f125b2383d9b29a408343464221912a1&topic=92208.msg2577018#msg2577018 this] forum post introduced an automatic quantum stockpile design, that promises to do to stockpile space management what danger rooms do to military training.
 +
 
 +
Setup:
 +
        H Hatch cover
 +
  =====  ^ pressure plate, citizens trigger, linked to hatch
 +
  ^sHs=  = Wall
 +
  =====  s Stockpile (same type)
 +
 
 +
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.
 +
Issues with this design:
 +
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.
 +
#Job cancellation spam. You can turn that off.
 +
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.
 +
#You obviously need some materials to build it.
 +
#You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below.
 +
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.
 +
#If your stockpile management is exceptional already, the undump won't be of much use to you.
 +
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.
  
 
== Building destroyer door ==
 
== Building destroyer door ==
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Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}
 
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}
  
== Hell's back door ==
+
== HFS's back door ==
  
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. {{Verify}}
+
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. See the page for [[semi-molten rock]] for details.
  
 
== Forgotten beast zoo ==
 
== Forgotten beast zoo ==
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Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly "[[forgotten beast]]s" which accumulate inside.
 
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly "[[forgotten beast]]s" which accumulate inside.
  
== Perpetual motion water-wheel ==
+
== Perpetual Motion ==
 
 
Due to the relatively low power draw of a {{L|screw pump}}, a ''self-powering'' assembly can be made with a {{L|water wheel}} that still leaves plenty of excess power for other uses. This is an {{L|exploit}} (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so...
 
 
 
To get it working, you must start the pump manually.*
 
 
 
:''(* Exceptions are {{L|aquifer}}s, which can sometimes have naturally occurring {{L|flow}}.  This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional {{L|channel}}ing, so designs will have to be adapted if such are found.)''
 
 
 
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent.
 
'''Key:'''
 
 
 
  '''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''
 
  <font color="#777">+</font>    = '''Floor'''
 
  <font color="#970">W</font>    = '''Water Wheel'''
 
  <font color="#777">*</font>    = '''Gear Assembly''' 
 
  <font color="#808000">═</font>    = '''Axle E/W'''
 
  <font color="#808000">║</font>    = '''Axle N/S'''
 
  <font color="#00FF00">X</font><font face="Arial" color="#008000">X</font>  = '''Pump from west'''
 
 
 
'''*REMEMBER TO BUILD AN ORTHOGONAL PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''
 
 
 
===Dwarven Water Reactor===
 
 
 
This compact design, once started, produces 170 surplus power (less additional power train).
 
 
 
<div style="float:right; margin:2ex 20ex;">    <!-- I wanted to float this on the left, but the wiki version of bulletpoints behave oddly with the margin. -->
 
{|
 
!'''Lower<br /> Level'''
 
!   
 
!'''Upper<br /> Level'''
 
|-
 
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{| style="border-spacing:0;"
 
|-
 
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|{{H2O}}
 
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|-
 
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|{{H2O}}
 
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|{{H2O}}
 
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|-
 
|{{RT|╚|7:0:1}}
 
|{{RT|╗|7:0:1}}
 
|{{H2O}}
 
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|{{RTB}}
 
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|}
 
</div>
 
 
 
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a {{L|pond}}).  Meanwhile, construct the pump, pumping from the South.  Construct the two water wheels.  Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave.  The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area.    Note that for the upper level, no southern walls are shown as none are needed.
 
 
 
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''
 
* The ideal amount of water in this design is apparently 63 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop.
 
 
 
The reactor can be safely halted either by blocking the tile the pump draws water from or "overloading" the reactor (since drawing more power than the reactor supplies will stop the pump that keeps the cycle going until the load is reduced and the pump is manually restarted by dorf-power),  More drastically, the reactor will obviously be halted by deconstructing the pump.  Deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to {{L|machinery}} outside them, not shown).
 
 
 
{{L|Power}} can routed up from the pump or off to the side from a wheel; the bottom of the pump is difficult to access without danger of water escaping.  Routing power from a wheel is typically safe in practice, but it's not impossible for a small amount of water to escape the reactor if it is temporarily overfilled.  Power can also be routed out of the reactor via a gear or horizontal axle ''over'' the tile the pump draws water from with neither interference in the pump's operation, danger of flooding, nor increased difficulty in designating and using pond zones to initialize the reactor.  In either case, it's typically wise to place a {{L|gear assembly}} linked to a {{L|lever}} early in the power train in order to allow disconnecting the power at that point, as opposed to needing to halt the entire reactor to stop the power supply.
 
 
 
Expanded versions can produce more power, and can be added later with minimal advance planning; such extensibility is easily attainable by placing disengageable gears on either side of the two water wheels, then attaching minireactors at your leisure, or halting the original reactor by other means. Alternatively, it may be easier to simply produce a second reactor, then connect to the power train at another location.
 
 
 
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural {{L|flow|water flow}} - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''
 
 
 
===Mini Water Reactor===
 
  
This even more compact design is quite similar to the original Dwarven Water Reactor, but can be used in tight spots that do not need more than 80 surplus power.  This plan can also be considered an extension unit to the DWR, in that it can be added to one or the other side to provide an additional 80 power to the resulting power train.  Safely constructing a mini reactor to add to a previously built reactor without potential flooding and/or loss of power is possible only if you first turn off the original reactor with floor hatchesPlanning ahead is a much better option, so if you're going to need more than 170 power, build a larger reactor to start with.
+
A [[screw pump]] requires 10 power to move water;  a [[water wheel]] supplies 100 power if it's got water moving itArrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power availableSee [[Water wheel#Perpetual motion]] for more details.
  
As stated previously, the design below produces 80 surplus power (less additional power train).
+
== Urist McAdventurer the Shield-wall ==
  
{|
+
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.
|'''Lower<br /> Level'''
 
|'''Upper<br /> Level'''
 
|-
 
|
 
{| style="border-spacing:0;"
 
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|{{H2O}}
 
|{{RT|║|7:0:1}}
 
|{{RTB}}
 
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|{{H2O}}
 
|{{RT|║|7:0:1}}
 
|{{RTB}}
 
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|{{H2O}}
 
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|{{RT|╗|7:0:1}}
 
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|{{RT|╚|7:0:1}}
 
|{{RT|╗|7:0:1}}
 
|{{H2O}}
 
|{{RT|║|7:0:1}}
 
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|{{RTB}}
 
|{{RT|╚|7:0:1}}
 
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|}
 
  
|
+
== And we'll throw the barrel/bag in for free ==
{| style="border-spacing:0;"
 
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|}
 
'''<span style="color:#080">X</span><br /><span style="color:#0F0">X</span>''' = '''Pumps from south'''
 
  
Construction of the mini reactor follows the same order as for the DWR, though the channel is slightly different and only one water wheel is neededIf this is an addition to a full size reactor or set of reactors, all channels will need to be fairly full with water to start the reactor.
+
On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[fish]].  You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrelNote that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.
  
===Tower Reactor===
+
The same thing goes for things stored in [[bag]]s.  Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.
{| style="border-spacing:0;"
 
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|{{H2O}}
 
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|{{H2O}}
 
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{| style="border-spacing:0;"
+
== Infinite Adamantine / Metals ==
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Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a clever setup with marksdwarves to seperate the stacks of adamantine bolts into single bolts. See http://www.bay12forums.com/smf/index.php?topic=51423.0
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== Quick trade goods ==
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A complex but extremely modular version of the reactor, capable of easily adding more wheels by expanding the design slightly. It is also capable of moving across any number of Z-levels, and can act as a {{L|Screw_pump#Pump_stack|pump stack}} if needed. With a single wheel, it is slightly less efficient than a traditional two-Z-level water reactor; with two (add a duplicate of the middle row to the design, and an extra wall on one side due to even-wheelitude), it becomes far more effective in only slightly more space. With three or more z-levels committed to the reactor, it easily surpasses its flatter counterpart.
+
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.
  
The floodgate on the top floor is connected to an external lever, and remains open until new floors are added. When such floors are constructed, it is closed to extend the shaft.
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== Silk farm ==
  
The power put out, where L is the number of levels and W is the number of wheels, is (80*W-11)*L
+
:''Main article: [[Giant cave spider]]''
 +
Silk farm can serve as a safe and an endless source of expensive web of a giant cave spider. Its essence is to ensure that it creates a room with goblin-soldier, separated from the giant cave spider with fortifications. The spider tends to kill the goblin, and now and then shoots his infinite web, which flies through the fortifications. Then the dwarves collecting cobwebs and selling it, or weaving from it expensive clothes and yarn.

Latest revision as of 04:52, 3 April 2012

This article is about an older version of DF.

An exploit is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from 'cheating' because exploits occur within the game as written and do not need any external utilities or modding. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that Dwarf Fortress is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.

Atom Smasher[edit]

Main article: Dwarven atom smasher

A drawbridge, when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature of too large a size.

Manager Exercise Program[edit]

As a Manager, skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs (j m q) (and providing a meager office), the manager will quickly level to legendary as an Organizer. The tasks can then be removed once approved.

Merchant Swindles[edit]

There are a variety of ways to steal cargo from merchants without seizing it; all amount to naked theft. Tearing down the trade depot while the merchants are there is the easiest way.

Also, marking items for dumping, using view creature mode (v), the stocks menu (z), items in room mode (t), or mass dump mode (d)-(b)-(d) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump zone later. You can even take clothing and equipment off merchant and guards this way.

You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become very angry if you do, so never open the door once they are on the brink of death.

However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.[Verify] See the 40d page and This forum post. So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.

Quantum stockpiles[edit]

By designating a garbage pit zone instead of a stockpile, you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.

A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train siege operators, but it clears the stone that your legendary miners leave.

Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.


The Undump[edit]

If your stockpiles keep filling up (usually furniture, ammo, refuse and food), this forum post introduced an automatic quantum stockpile design, that promises to do to stockpile space management what danger rooms do to military training.

Setup:

        H Hatch cover
 =====  ^ pressure plate, citizens trigger, linked to hatch
 ^sHs=  = Wall
 =====  s Stockpile (same type)

The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want. Issues with this design:

  1. It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.
  2. Job cancellation spam. You can turn that off.
  3. Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.
  4. You obviously need some materials to build it.
  5. You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below.
  6. You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.
  7. If your stockpile management is exceptional already, the undump won't be of much use to you.

However, there is a multitude of potential applications that get discussed in this thread.

Building destroyer door[edit]

Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. [Verify]

HFS's back door[edit]

There's a convoluted way to dig down through semi-molten rock and evade the head-on encounter with hidden fun stuff. See the page for semi-molten rock for details.

Forgotten beast zoo[edit]

Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly "forgotten beasts" which accumulate inside.

Perpetual Motion[edit]

A screw pump requires 10 power to move water; a water wheel supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available. See Water wheel#Perpetual motion for more details.

Urist McAdventurer the Shield-wall[edit]

Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.

And we'll throw the barrel/bag in for free[edit]

On embark buying things which are stored in barrels gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen meat which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen fish. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.

The same thing goes for things stored in bags. Each unit of sand comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then dumping out the sand after embark.

Infinite Adamantine / Metals[edit]

Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a clever setup with marksdwarves to seperate the stacks of adamantine bolts into single bolts. See http://www.bay12forums.com/smf/index.php?topic=51423.0

Quick trade goods[edit]

Since spiked balls have an extremely high base item value of 126, they can be produced en masse from cheap wood or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.

Silk farm[edit]

Main article: Giant cave spider

Silk farm can serve as a safe and an endless source of expensive web of a giant cave spider. Its essence is to ensure that it creates a room with goblin-soldier, separated from the giant cave spider with fortifications. The spider tends to kill the goblin, and now and then shoots his infinite web, which flies through the fortifications. Then the dwarves collecting cobwebs and selling it, or weaving from it expensive clothes and yarn.