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{{av}}
 
{{av}}
{{Quality|Exceptional}}
 
 
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 '[[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.
  
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== Cooking alcohol ==
 
== Cooking alcohol ==
  
[[Alcohol]] can be cooked without requiring any other solid ingredients, producing food that is eaten and not imbibed. Doing so is a highly efficient means of producing food, as each plant produces five units of alcohol. The food however does no longer satisfy a dwarf's need for alcohol. In fact, the various beverages are allowed by default for cooking and it is generally a wise idea to disable this in the beginning, unless you want to find your alcohol stocks depleted real quick.
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[[Alcohol]] can be cooked without requiring any other solid ingredients, producing food that is eaten and not imbibed. Doing so is a highly efficient means of producing food, as each plant produces five units of alcohol.
  
It will eventually be plugged with [http://www.bay12games.com/dwarves/dev_req_101-150.html Req129]:
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Though some consider it an exploit, many people make use of this feature.  It will eventually be plugged with [http://www.bay12games.com/dwarves/dev_req_101-150.html Req129]:
 
<blockquote>Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.</blockquote>
 
<blockquote>Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.</blockquote>
  
 
== Dwarven Kick In The Pants ==
 
== Dwarven Kick In The Pants ==
 
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When a dwarf is "On [[Break]]", it is possible to draft this civilian into the military and then immediately undraft in order to cancel the break.  This does give an unhappy [[thought]] (but only if the dwarf has no military and/or civilian skills), so it is not a significant exploit and some may consider it a perfectly acceptable gameplay method.  Of course, if you allow every dwarf to spar a little when you draft them so that they are at least Novice Wrestlers, you'll get the double advantage of being able to cancel dwarfs' breaks at will and then send them back to work with no unhappy thoughts, as well as having dwarves who fare a little better against unexpected attacks.
When a dwarf is "On [[Break]]", it is possible to draft this civilian into the military and then immediately undraft in order to cancel the break.  This does give an unhappy [[thought]] (but only if the dwarf has no military and/or civilian skills), so it is not a significant exploit and some may consider it a perfectly acceptable gameplay method.  Of course, if you allow every dwarf to spar a little when you draft them so that they are at least Novice Wrestlers, you'll get the double advantage of being able to cancel dwarves' breaks at will and then send them back to work with no unhappy thoughts, as well as having dwarves who fare a little better against unexpected attacks.
 
  
 
== Extremely Intricate Artifacts ==
 
== Extremely Intricate Artifacts ==
  
When a moody dwarf sets out to fetch some material he's craving, forbid all the other items he has gathered so far. The dwarf will set out to find a replacement for the forbidden item(s). When he returns, forbid the new one, and so on. After a while you should have a large stockpile of stuff on the moody dwarves workshop. After you unforbid an item, the dwarf will retask it if the number of items of that type that were gathered before that one is not enough for the artifact. With careful forbidding and unforbidding, you can create ridiculously large artifacts.
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When a moody dwarf sets out to fetch some material he's craving, forbid all the other items he has gathered so far. The dwarf will set out to find a replacement for the forbidden item(s). When he returns, forbid the new one, and so on. After a while you should have a large stockpile of stuff on the moody dwarfs workshop. After you unforbid an item, the dwarf will retask it if the number of items of that type that were gathered before that one is not enough for the artifact. With careful forbidding and unforbidding, you can create ridiculously large artifacts.
  
 
== Extremely Intricate Artifacts II ==
 
== Extremely Intricate Artifacts II ==
 
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Put all workshops outside, then set set your [[standing orders]] to "Soldiers Can Go Outdoors" or "Dwarves Stay Indoors" once you get a strange mood. Your dwarf will start collecting his first requested material over and over, never proceeding to subsequent objects. Set orders back to "Dwarves Can Go Outdoors" to make him finish gathering the rest of his materials and produce an artifact using '''all''' of the materials gathered. It is suspected that this method is what resulted in the creation of [[Planepacked]].
Put all workshops outside, then set set your [[standing orders]] to "Soldiers Can Go Outdoors" or "Dwarves Stay Indoors" once you get a strange mood. Your dwarf will start collecting his first requested material over and over, never proceeding to subsequent objects. Set orders back to "Dwarves Can Go Outdoors" to make him finish gathering the rest of his materials and produce an artifact using '''all''' of the materials gathered. It is suspected that this method is what resulted in the creation of [[Main:Planepacked|Planepacked]].
 
  
 
== Frère Jacques ==
 
== Frère Jacques ==
 
 
Need a [[sleep]]ing dwarf to do some work? Kick him out of bed by deconstructing it. This does not cause an unhappy thought.
 
Need a [[sleep]]ing dwarf to do some work? Kick him out of bed by deconstructing it. This does not cause an unhappy thought.
  
 
==Indestructible Cages==
 
==Indestructible Cages==
[[Cages]] made out of glass or wood are just as capable as steel ones. Fire-breathing [[dragon]]s, [[ettin]]s and other [[megabeast]]s can be held in such cages, even though their fire/strength should allow them an easy escape.
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[[Cages]] made out of glass or wood are just as capable as steel ones. Fire-breathing [[dragons]], [[ettins]] and other [[megabeasts]] can be held in such cages, even though their fire/strength should allow them an easy escape.
  
 
==Infinite Quivers==
 
==Infinite Quivers==
 
 
By setting archery ranges where nobody can use them, and ammo stockpiles without any space for more ammo, you can force your marksdwarves to fill their quivers with an impossibly large number of arrows. They will pick up bolts to go practice, decide they can't because there's no room, decide not to put the bolts back because there's no room in the stockpile, and keep the bolts in their quiver, along with the other 200 or so they have. The bolts still weigh as much as they should, so dwarves will still be slowed by their humongous quivers.
 
By setting archery ranges where nobody can use them, and ammo stockpiles without any space for more ammo, you can force your marksdwarves to fill their quivers with an impossibly large number of arrows. They will pick up bolts to go practice, decide they can't because there's no room, decide not to put the bolts back because there's no room in the stockpile, and keep the bolts in their quiver, along with the other 200 or so they have. The bolts still weigh as much as they should, so dwarves will still be slowed by their humongous quivers.
  
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[http://www.bay12games.com/forum/index.php?topic=46988.0 original discussion thread]<br />
 
[http://www.bay12games.com/forum/index.php?topic=46988.0 original discussion thread]<br />
 
[http://www.bay12games.com/forum/index.php?topic=31660.0 bug report thread]
 
[http://www.bay12games.com/forum/index.php?topic=31660.0 bug report thread]
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==Merchant Swindles==
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There are a variety of ways to cheat [[merchant]]s out of their cargo without seizing it. Tearing down the [[trade depot]] while the merchants are there is the easiest way.
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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.
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The merchants will still leave disappointed if they have less value in goods when they leave the map than when they entered {{verify}}.
  
 
== Miasma can't move diagonally ==
 
== Miasma can't move diagonally ==
 
 
[[Miasma]] can only move horizontally and vertically. This means that if your refuse stockpile is only accessible on a diagonal, there is no way for the miasma to escape. This is more effective than the use of doors or even pairs of doors in an "airlock" setup, as doors can be stuck open if a creature or material is occupying their square. The same method can be used to create enclosures to prevent the spread of miasma from kitchens, tanneries, and butcher shops.
 
[[Miasma]] can only move horizontally and vertically. This means that if your refuse stockpile is only accessible on a diagonal, there is no way for the miasma to escape. This is more effective than the use of doors or even pairs of doors in an "airlock" setup, as doors can be stuck open if a creature or material is occupying their square. The same method can be used to create enclosures to prevent the spread of miasma from kitchens, tanneries, and butcher shops.
  
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== Optimized-Value Artifacts/"Custom" materials ==
 
== Optimized-Value Artifacts/"Custom" materials ==
 
 
When a dwarf enters a strange mood, examine the item types he wants to use, then use the Stocks menu to forbid all except those you want him to fetch. With no other choices available, he will use your valuable materials instead of the common junk that may be closer. By doing this, you can create artifacts with "optimized" wealth or make sure your armorsmith's artifact is actually made of [[steel]] rather than [[zinc]]. Be warned, though, that moody metalsmiths may insist on a specific type of metal if they have a preference for it, brooding in their workshop instead of fetching your desired materials. Also note that forbidding a type of stones also forbids the workshops made from that stone, preventing all your dwarves (except the moody one) from using them. The non-exploit variant of this is to build custom stockpiles near (or right under) your relevant workshops that only take highest value items, a typical choice being native platinum and steel bars.
 
When a dwarf enters a strange mood, examine the item types he wants to use, then use the Stocks menu to forbid all except those you want him to fetch. With no other choices available, he will use your valuable materials instead of the common junk that may be closer. By doing this, you can create artifacts with "optimized" wealth or make sure your armorsmith's artifact is actually made of [[steel]] rather than [[zinc]]. Be warned, though, that moody metalsmiths may insist on a specific type of metal if they have a preference for it, brooding in their workshop instead of fetching your desired materials. Also note that forbidding a type of stones also forbids the workshops made from that stone, preventing all your dwarves (except the moody one) from using them. The non-exploit variant of this is to build custom stockpiles near (or right under) your relevant workshops that only take highest value items, a typical choice being native platinum and steel bars.
  
 
== Parents are back, party over! ==
 
== Parents are back, party over! ==
 
 
A party can be stopped right away by {{K|f}}reeing (removing) the room the party is taking place in. The room can be recreated the same instance. Similarly, in times of high activity (e.g. mass dumping, trading; hauling) removing all rooms in which parties can take place will prevent them from being held. Since parties also have benefits this is not necessarily an exploit.
 
A party can be stopped right away by {{K|f}}reeing (removing) the room the party is taking place in. The room can be recreated the same instance. Similarly, in times of high activity (e.g. mass dumping, trading; hauling) removing all rooms in which parties can take place will prevent them from being held. Since parties also have benefits this is not necessarily an exploit.
  
 
== 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.
  
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==Recycling Archery Range==
 
==Recycling Archery Range==
  
In an [[archery range]], [[bolt]]s that hit the target are always destroyed, but bolts that miss can be saved. Dig a [[channel]] between the [[archery target]] and the back wall of the range, and [[stairs]] to get into it. Amazingly, the bolts will no longer shatter on impact with the wall, but fall intact into the channel. Reclaim the bolts, and your dwarves will re-use them for target practice. This exploit has the unfortunate side effect of splitting up [[stack]]s of bolts, so your dwarves will make a separate trip for each individual bolt.  
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In an [[archery range]], [[bolt]]s that hit the target are are always destroyed, but bolts that miss can be saved. Dig a [[channel]] between the [[archery target]] and the back wall of the range, and [[stairs]] to get into it. Amazingly, the bolts will no longer shatter on impact with the wall, but fall intact into the channel. Reclaim the bolts, and your dwarves will re-use them for target practice. This exploit has the unfortunate side effect of splitting up [[stack]]s of bolts, so your dwarves will make a separate trip for each individual bolt.  
  
 
This trick will work for a [[ballista]]s as well. Be careful for friendly fire.
 
This trick will work for a [[ballista]]s as well. Be careful for friendly fire.
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== Trap fields ==
 
== Trap fields ==
 
 
Laying a field of [[trap]]s with a sufficient depth can protect your fortress from all invaders 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.
 
Laying a field of [[trap]]s with a sufficient depth can protect your fortress from all invaders 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.

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