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{{quality|Exceptional|15:54 27 December 2011 (UTC)}}{{av}}
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''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s.''
 
''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s.''
  
 
* Many defenses rely on complex traps as a central component, that are, essentially, the defense themselves.  For designs that could be adapted to use any complex trap, see [[Defense design]].  
 
* Many defenses rely on complex traps as a central component, that are, essentially, the defense themselves.  For designs that could be adapted to use any complex trap, see [[Defense design]].  
  
* See the [[Defense guide]] for a general overview of threats and considerations for fortress defense.
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* See the [[Defense guide|Defense guide]] for a general overview of threats and considerations for fortress defense.
  
 
* For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]].
 
* For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]].
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==Introduction==
 
==Introduction==
Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch]]es, [[floodgate]]s, [[bridge]]s and mechanic's traps to [[lever]]s or [[pressure plate]]s, along with [[machinery]] to provide the power to run some of the more diabolical designs.  When the trigger is activated, it sends a [[Trigger#On.2FOff_vs_Open.2FClose|signal]] to the linked device. That signal is not always as simple as "do it now", but it's specifically either to "open" or to "close".  By manipulating what does what and when, and what follows from that, impressive results can be achieved.
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Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch]]es, [[floodgate]]s, [[bridge]]s and mechanic's traps to [[levers]] or [[pressure plate]]s, along with [[machinery]] to provide the power to run some of the more diabolical designs.  When the trigger is activated, it sends a [[Trigger#On.2FOff_vs_Open.2FClose|signal]] to the linked device. That signal is not always as simple as "do it now", but it's specifically either to "open" or to "close".  By manipulating what does what and when, and what follows from that, impressive results can be achieved.
  
 
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''
 
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''
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===Scattered traps===
 
===Scattered traps===
Another options for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up.  Cage traps work even on [[Bronze colossus]]es and [[Dragon]]s.  You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.  A wall of traps is a passive threat to injure, kill or capture enemies who will happily walk right into them.  (This can work so well that some players decline to use it, and prefer a more complex challenge.)
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Another options for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up.  Cage traps work even on [[Bronze colossus|Bronze Colossi]] and [[Dragon]]s.  You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.  A wall of traps is a passive threat to injure, kill or capture enemies who will happily walk right into them.  (This can work so well that some players decline to use it, and prefer a more complex challenge.)
  
 
===Protect your Mechanics & Haulers===
 
===Protect your Mechanics & Haulers===
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       ╔═════════  
 
       ╔═════════  
   ║  ║xx    ??
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   ║  ║x    ??
   ║  ║x    ???  
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   ║  ║    ???  
   ║???║  .????    ? = unpredictable path  
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   ║???║  .????    ? = unpredictable path
 
   ║???║  .╔═════
 
   ║???║  .╔═════
   ║ ??║ . ║        . = ''most likely'' path
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   ║ ??║ . ║        . = most likely path
 
   ║  .║☺  ║        ☺ = invader
 
   ║  .║☺  ║        ☺ = invader
   ║x  . x║
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   ║  .   ║
   ║xx  xx║         x = ''unlikely'' detour  
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   ║x    x║         x = unlikely detour  
 
   ╚═══════╝
 
   ╚═══════╝
  
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=Linked traps=
 
=Linked traps=
These traps require a trigger such as a [[pressure plate]] or [[lever]] pull. They will require at least three [[mechanism]]s, one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.
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These traps require a trigger such as a [[pressure plate]] or [[lever]] pull. They will require at least three [[mechanisms]], one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.
 
 
You can also 'Arm' a defense system that involves pressure plates by pulling levers 'Activating' said pressure plates. The process is also fairly simple and cheap. First, you need a lever that will activate the system, after that you need to channel out a section to put your pressure plates, this can be anywhere you would normally put a pressure plate, and be at least three blocks long (one for the pressure plate, two for ramps). Add the pressure plate in the middle of this channel and ramps on the far sides. Over this gap make a drawbridge that either retracts or raises to the left or right, and connect it to the lever made earlier. Connect the pressure plates to you Fun Creating System of choice, and voila, you have a working switch.
 
  
 
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].
 
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].
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Try replacing the side wall of a part of your main entranceway with a drawbridge, big enough so it spans the whole hallway.  To prevent enemies from wrecking it, you could dig a channel in front of it so its protected while its raised.  Link the drawbridge up to a pressure plate or lever, whatever you prefer.  Whenever you feel like it, activate the trap, and watch the drawbridge fall directly into the hall, utterly squashing nearly anything beneath it.  This can be done with minimal effort and used to smash invaders, unwanted immigrants, nobles, or simply to destroy your garbage.  This is based on the 'Dwarven Atom Smasher' device mentioned elsewhere in the wiki.
 
Try replacing the side wall of a part of your main entranceway with a drawbridge, big enough so it spans the whole hallway.  To prevent enemies from wrecking it, you could dig a channel in front of it so its protected while its raised.  Link the drawbridge up to a pressure plate or lever, whatever you prefer.  Whenever you feel like it, activate the trap, and watch the drawbridge fall directly into the hall, utterly squashing nearly anything beneath it.  This can be done with minimal effort and used to smash invaders, unwanted immigrants, nobles, or simply to destroy your garbage.  This is based on the 'Dwarven Atom Smasher' device mentioned elsewhere in the wiki.
  
Note that sufficiently large creatures (those with a [[Creature token#S|SIZE]] greater than 10) cannot be crushed - attempting to do so will instead merely destroy the drawbridge itself.
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Note that sufficiently large creatures (those with a [[Creature Tokens#S|SIZE]] greater than 10) cannot be crushed - attempting to do so will instead merely destroy the drawbridge itself.
  
 
===Intentional Cave-in===
 
===Intentional Cave-in===
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A flooding room trap combined with an unextinguishable burning Lignite bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber! Bwahahahaha
 
A flooding room trap combined with an unextinguishable burning Lignite bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber! Bwahahahaha
  
NOTE: Traps involving large quantities of water turning into steam are as effective at killing your [[framerate]] as they are at killing [[goblin]]s. Use with caution, and have the cut-off lever at the ready.
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NOTE: Traps involving large quantities of water turning into steam are as effective at killing your [[framerate]] as they are at killing [[goblins]]. Use with caution, and have the cut-off lever at the ready.
 
==Magma traps==
 
==Magma traps==
 
These traps incinerate targets, or possibly encase them in obsidian.  Magma does not play favorites - read up (again) on [[magma]], and use with ''extreme'' caution.
 
These traps incinerate targets, or possibly encase them in obsidian.  Magma does not play favorites - read up (again) on [[magma]], and use with ''extreme'' caution.
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===Sealed Fate===
 
===Sealed Fate===
  
Create an airlock using two bridges, two doors or whatever.  Make it a medium-sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-usable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.
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Create an airlock using two bridges, two doors or whatever.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-useable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.
  
 
=== Magma Machicolation ===
 
=== Magma Machicolation ===
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When building, you will need to build a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.
 
When building, you will need to build a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.
  
:''(* A set of floor [[bars]] or [[grate]] would work as well, but the bridge can aid in the (re-)construction of the trap.)''
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:''(* A set of [[floor bars]] or [[grate]] would work as well, but the bridge can aid in the (re-)construction of the trap.)''
  
 
===Land Mines===
 
===Land Mines===
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Retract [[bridge]] 2 to force invaders to take the long way, first running along the wall (to the west in this diagram) and then zig-zagging back for maximum exposure to your ranged units on the walls above them.  The pits at the base of the walls are necessary to target down one z-level at enemy units.   
 
Retract [[bridge]] 2 to force invaders to take the long way, first running along the wall (to the west in this diagram) and then zig-zagging back for maximum exposure to your ranged units on the walls above them.  The pits at the base of the walls are necessary to target down one z-level at enemy units.   
  
''(Note - [[Trader]]s will NOT stop at your fortress unless there is a clear, 3-wide path to a [[Trade depot]] when they arrive.  Bridge 2 should be kept down if you want/expect Traders.)''
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''(Note - [[Trader]]s will NOT stop at your fortress unless there is a clear, 3-wide path to a [[Trade Depot]] when they arrive.  Bridge 2 should be kept down if you want/expect Traders.)''
  
 
Bridges 1 and 3 can be put down to allow enemies into this pit entrance, then retracted again to trap them in the kill zone.  Note - Attackers must have a complete "path" to where they want to go, so bridge 3 must be down to lure them in.
 
Bridges 1 and 3 can be put down to allow enemies into this pit entrance, then retracted again to trap them in the kill zone.  Note - Attackers must have a complete "path" to where they want to go, so bridge 3 must be down to lure them in.
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===Twin Paths===
 
===Twin Paths===
 
Vexed by how to safely collect loot and clean traps when ambushes are always ready to spring? Don't want to sacrifice animals? This trap is like the above-mentioned chasm trap with one difference: When the bridges are retracted, anything on them falls into a pathway the same shape as the bridge pathway. This pathway contains many (or ideally is covered by) weapon traps. A lever attached to all the bridges can spring or reset this trap, and a pressure plate part of the way down the bridge path can catch ambushes. This method drops invaders or ambushers to where your dwarves can safely loot them, and if one of your own dwarves is caught, the weapon traps do not target them.
 
Vexed by how to safely collect loot and clean traps when ambushes are always ready to spring? Don't want to sacrifice animals? This trap is like the above-mentioned chasm trap with one difference: When the bridges are retracted, anything on them falls into a pathway the same shape as the bridge pathway. This pathway contains many (or ideally is covered by) weapon traps. A lever attached to all the bridges can spring or reset this trap, and a pressure plate part of the way down the bridge path can catch ambushes. This method drops invaders or ambushers to where your dwarves can safely loot them, and if one of your own dwarves is caught, the weapon traps do not target them.
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THE PREMISE OF THIS TRAP IS THAT INTRUDERS (THIEVES) WILL PULL LEVERS. NO EVIDENCE FOR THIS HAS BEEN GIVEN. THIS DESIGN IS BEING "RETIRED" UNTIL THAT APPEARS. See discussion page.
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===The Dwarven Mousetrap===
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a.k.a, Suicide Booth
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It is well known that [[Thieves]] can cause plenty of problems in a fortress;  They take your valuables, they disable your doors, they may even kill an animal or two on their way out.  But what is not as well known is that Thieves also have a rather annoying tendency to pull levers they come across, or let animals out of cages {{verify}}.  This can go from a simple annoyance to a downright danger, but there is a way you can capitalize on this.  You know what they say, "Curiosity killed the cat"...
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Build a lever outside or close to your entrance, wherever you think is best, and nearly surround it with 7 wall sections, leaving it open on one side.  Install a [[Menacing Spike]] in the one open spot, and link that to the lever.  Pull the lever once to lower the spike;  The trap is set.  Now, the next time a thief decides to visit, he may just be distracted by that juicy lever and end up pulling it, resulting in the spike promptly raising up from the ground that he is standing on, impaling him on the spot.  This trap has some utility, and can be used for easily disposing of unwanted Dwarves like [[Nobles]] by simply having them trip the lever.  Should the spike fail to kill the creature, it will likely be severely wounded, and easy prey for your soldiers and/or war dogs.-->
  
 
===Semi-automatic Orcsicle maker===
 
===Semi-automatic Orcsicle maker===
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Observe: http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker
 
Observe: http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker
  
Basically you heat a corridor from below with magma. You can then flood this corridor with water without the water freezing (because of the magma). Then if you remove the magma from the room below the water will freeze killing anything in it. Refilling the room below with magma melts the ice allowing pumps to drain the room.
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Basically you heat a corridor from below with magma. You can then flood this corridor with water without the water freezing (because of the magma). Then if you remove the magma from the room bellow the water will freeze killing anything in it. Refilling the room bellow with magma melts the ice allowing pumps to drain the room.
  
 
[[User:Vattic/Orcsicle_maker_Explained|In depth design, pictures and caveats for this trap.]]
 
[[User:Vattic/Orcsicle_maker_Explained|In depth design, pictures and caveats for this trap.]]
  
{{Category|Guides}}
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[[Category:Guides]]
{{Category|Fortress defense}}
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[[Category:Fortress defense| ]]
{{Category|Design}}
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[[Category:World]]
{{category|Traps|*}}
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[[Category:Design]]

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