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Difference between revisions of "40d:Stupid dwarf trick"
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'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. | '''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. | ||
+ | |||
+ | ==Underground Perpetual Motion Power Plant== | ||
+ | Combine with a use for the power and you either have an awesome setup, or a ticking time bomb. | ||
+ | |||
+ | '''Difficulty:''' High. Maintaining the correct water level is annoying difficult at times. | ||
+ | |||
+ | '''Usefulness:''' Depends on size of plant and what it's connected to. Also useful as a puzzle for adventurers. | ||
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Revision as of 18:45, 13 October 2008
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 that requires a large amount time and effort, for little or no practical benefit. They exist only as a challenge for experienced players.
Monumental Statue
Difficulty: Depends on how big you want the statue to be.
Usefulness: None.
Artificial Waterfall
To keep the waterfall going, you need a pump stack, preferably powered by a windmill or water wheel.
Difficulty: Moderate.
Usefulness: Dwarves love waterfalls. Putting a waterfall in your meeting hall will give your dwarves good thoughts, although it can significantly lower framerate.
Execution Tower
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.
Bridge-a-pult
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place.
Difficulty: The hard part is the nasty place they get flung to.
Usefulness: There are a lot more effective ways to defend a fortress, but not as entertaining.
Dam
Build a wall across a riverbed to stop the flow of water. Floodgates optional.
Difficulty: On a map that freezes in the winter, this is easy. Otherwise, very difficult.
Usefulness: Dubious.
Tower-cap Farm
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait.
Difficulty: Moderate.
Usefulness: Yes, if it's big enough.
Magma Pumping
It's a lot like pumping water, only more dangerous, and requires the pumps to use magma-proof pipes and screws in their construction.
Difficulty: The difficult part is making all those iron or steel pumps and bauxite floodgates. Very high risk.
Usefulness: Magma is fun, but impractical.
Booze Bomb
If you set barrels of booze on fire they explode. Can possibly be used as a complex trap. About the only way to start a fire on demand is magma. Possibly caged fire imps or magma men.
Difficulty: High.
Usefulness: There many easier ways to kill goblins, but few that set them on fire.
Greenhouse
A greenhouse is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For the maximum style, build a glass roof to keep your farmers safe.
Difficulty: Low.
Usefulness: Surface plants are not so much more useful than underground crops. Rope reed can be grown year round.
Gladiator Arena
Difficulty: Moderate, but time consuming.
Usefulness: The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience.
Self Destruct Lever
Difficulty: Very high. Extremely dangerous.
Usefulness: None. By definition.
Flood the World
Difficulty: High danger. Will kill your frame rate.
Usefulness: Will prevent any sieges, at least. Or anything else.
Ballista Battery
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.
Swimming pool
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain swimming skill.
Difficulty: Low. It's just a pair of reservoirs.
Usefulness: The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.
Ice tower
Difficulty: Low. You need to be on a freezing map to pull it off.
Usefulness: None.
Obsidian factory
You need one reservoir of water, and one of magma. Mix, cool and mine.
Difficulty: Medium.
Usefulness: High.
Drowning Chamber
Difficulty: Moderate.
Usefulness: You can kill prisoners, useless peasants, irate nobles, hammerers, untrainable animals, or anything else.
Magma Chamber
Difficulty: Dangerous as any magma project.
Usefulness: It's like a drowning chamber, but you can't recover most of the victim's stuff.
Labyrinth
Difficulty: It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful.
Usefulness: It makes a nice element of fortress defense, and you can dump your prisoners inside it.
Adventure Mode Fortress
Difficulty: The sky's the limit.
Usefulness: Not applicable.
Vomitorium
It's like the greenhouse, only instead of a farm, it's meeting hall. Prevents cave adaption.
Difficulty: Low.
Usefulness: Low.
Pit o' Doom
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.
Difficulty: Low. You want it nice and deep though.
Usefulness: Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.
Underground Perpetual Motion Power Plant
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.
Difficulty: High. Maintaining the correct water level is annoying difficult at times.
Usefulness: Depends on size of plant and what it's connected to. Also useful as a puzzle for adventurers.