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{{Quality|Fine}}
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{{Quality|Superior|22:52, 11 September 2013 (UTC)}}
 
{{av}}
 
{{av}}
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EDITORS!
 
EDITORS!
 
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!
 
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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{{D for Dwarf}}
 
{{D for Dwarf}}
  
A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced players.
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A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them. They exist primarily as a challenge for experienced players.  
  
==Adventure mode fortress==
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==Adventure Mode Fortress==
 
<!--From older version:
 
<!--From older version:
 
EDITORS!
 
EDITORS!
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh, Secure. Contain. Protect!) can. Please attempt to follow that pattern, thanks!
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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!
  
 
ALSO, be sure to include the following format:
 
ALSO, be sure to include the following format:
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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. Building a fortress is now possible ''inside'' of adventure mode as of DF v0.43.
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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.  
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'''Difficulty:''' The sky's the limit.  
 
'''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.
 
'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.
  
==Alarm clock==
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==Alarm Clock==
 
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!
 
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.
 
'''Difficulty:''' Low.
  
'''Usefulness:''' Limited.  They'll sleep through <s>'''anything'''</s> the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol. This means an alarm clock is not impossible if carefully prepared.
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'''Usefulness:''' Limited.  They'll sleep through <s>'''anything'''</s> 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==
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==Alphabet Cages==
 
[[Image:Cage.gif|right]]
 
[[Image:Cage.gif|right]]
 
Use captured monsters in cages to spell messages.
 
Use captured monsters in cages to spell messages.
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'''Difficulty:''' Medium.  Vowels are hard to come by.
 
'''Difficulty:''' Medium.  Vowels are hard to come by.
  
'''Usefulness:''' Absolutely none whatsoever. Even less if using sprites. (Easy reminders in case you're too lazy to use notes?)
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'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)
  
 
==Altar of Armok==
 
==Altar of 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.  
 
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.
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'''Difficulty:''' Medium, raising with the amount(and respective difficulty) of bonuses you add.
  
'''Usefulness:''' Low to medium. If the chamber containing the altar is consecrated as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship.
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'''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: Guard the altar with a megabeast.
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*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.
 
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.
  
==Aqueduct power==
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==Aqueduct Power==
 
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 <em>just right</em> so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers.  
 
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 <em>just right</em> so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers.  
  
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'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.
 
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.
  
==Aquifer power==
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==Aquifer Power==
 
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 wheels.
 
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 wheels.
  
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]]. It is now very rare to find a powerful enough aquifer.
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'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]].
  
'''Usefulness:''' High.
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'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.
  
==Archaeological excavation==
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==Archaeological Excavation==
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (e.g. 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
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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.
 
'''Difficulty:''' As High as you want.
  
'''Usefulness:''' Variable. Carving a premade fort or building controlled access to caverns can potentially be useful for a Reclaim effort, effectively making the first wave dispoable setup so your would-be archologists to dig up and exploit their new home. The more Fun you leave behind, the harder it will be for your second wave to repurpose the place.
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'''Usefulness:''' Not applicable.
  
*Bonus: A museum detailing the lives of those early dwarves.
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*Bonus: A Museum detailing the lives of those early dwarves.
 
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.
 
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.
*EncinoDwarfBonus: Some of those early dwarves frozen in a block of ice.
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*DwarfBonus: Some of those early dwarves frozen in a block of ice.
 
*FunBonus: Breach the HFS.
 
*FunBonus: Breach the HFS.
 
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.
 
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.
  
==Artificial waterfall==
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==Artificial [[Waterfall]]==
{{main|Waterfall}}
 
 
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.
 
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.
  
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*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.
 
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.
  
==Ballista battery==
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==[[Ballista]] Battery==
{{main|Ballista}}
 
 
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.  
  
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* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!
 
* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!
** StonksBonus: Rig a way for your bastion to transfer supplies to the outside world without exposing themselves to danger, so they can be somewhat useful to the rest of your fort before their inevitable downfall. Doubles as a way to restock the bastion with fresh supplies and/or bodies, or a way to let the apocalypse in a little at a time if your survivors get too comfortable.
 
 
* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up.
 
* 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.
 
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging.
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==Bathtub==
 
==Bathtub==
Stop dwarves from hauling in tons of exotic, poisonous sludge 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.
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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
 
'''Difficulty:''' Moderate
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* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.
 
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.
 
* MegaDwarfBonus: Clean it with magma.
 
* MegaDwarfBonus: Clean it with magma.
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when sanitizing the main one and closes and sanitizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.
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* *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≡ : 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.
 
* ☼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.
  
==Boat==
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==Bolt Splitting Operation==
In intermittently freezing biomes, [[ice]] may be used to create actual floating boats, submarines, or other floating objects/forts; as constructions built on top of ice do not collapse when the ice thaws.
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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:
 
 
'''Difficulty:''' High. Needs an intermittently freezing biome, construction is limited to frozen periods, and there's a substantial risk of flooding, drowning and being encased in ice.
 
 
 
'''Usefulness:''' Low. Forts within boats are protected from invaders while the water is unfrozen, but they're also trapped within the confines of the boat.
 
 
 
Note: You'll probably want to limit your saves to the colder months.
 
 
 
* DwarfBonus: Have the dwarves live on the boat.
 
* MegaDwarfBonus: Make miscreants/nobles walk the plank.
 
* *MegaDwarfBonus*: Bury your treasure on shore.
 
* ≡MegaDwarfBonus≡ : Have a pet [[kea]] for each of your dwarves.
 
* ☼MegaDwarfBonus☼: Build it on top of an ice tower.
 
 
 
==Bolt splitting operation==
 
 
 
## Note: no longer works due to climbing mechanics ##
 
 
 
 
 
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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</frame>
 
</frame>
 
</diagram>
 
</diagram>
The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarves from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.
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The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarfs from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.
  
 
'''Difficulty:''' Moderate.  The hardest part is keeping the system running reliably.
 
'''Difficulty:''' Moderate.  The hardest part is keeping the system running reliably.
  
'''Usefulness:''' Moderate.  While there are certainly [[Exploit#Infinite metal|easier ways to generate adamantine]], this is perhaps the most dwarfy.
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'''Usefulness:''' Moderate.  While there are certainly [[Exploit#Infinite_Adamantine_.2F_Metals|easier ways to generate adamantine]], this is perhaps the most dwarfy.
  
 
*Bonus: Build a [[repeater]] to open and close the doors automatically.
 
*Bonus: Build a [[repeater]] to open and close the doors automatically.
  
==Break the dam (release the river!)==
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==Break the Dam (Release the River!)==
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 maniacally.
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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
 
'''Difficulty:''' Low
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===Cat-a-pult===
 
===Cat-a-pult===
Essentially a Bridge-a-pult with specific ammo.
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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.
 
'''Difficulty''': Very easy, given that you have live cats in your fortress.
 
'''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 />
 
  
 
==Corpse processing facility==
 
==Corpse processing facility==
WARNING: The system can freely jam on any body parts, besides hands and heads, without killing undead.
 
 
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.  
 
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.  
  
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'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more 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).
 
'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more 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).
  
NOTE: necromancer siege's corpses now drop clothes and gear.
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==[[Dam]]==
 
 
==Crocodile farm==
 
They're a thing in real life, and you can make them a thing in-game too! Use cage traps to capture multiple breeding pairs of [[alligator]]s, [[cave crocodile]]s or [[saltwater crocodile]]s, [[Animal trainer|train]] them, then create an area to store them with [[nest box]]es. Breed them so you have more crocodilians to keep laying eggs, rinse and repeat.
 
 
 
'''Difficulty:''' Medium, somewhat dependent on RNG - you need to find someplace with available crocs, you want said crocs to actually spawn and you want said crocs to actually get caught in the traps. <s>May</s> Will also lead to an explosive and FPS-shattering [[Catsplosion#Crocsplosion|crocsplosion]] sooner or later.
 
 
 
'''Usefulness:''' Very high, you'll never have to worry about food again simply from cooking the eggs, and that's not counting butchering the crocs when they're adults.
 
 
 
*Bonus: Have alligators, cave crocs and saltwater crocs '''all''' present in the farm.
 
*SwampBonus: Have your croc farm submerged in anywhere between 1/7 to 3/7 [[water]]. You gotta keep your crocs healthy and wet! But make sure not to submerge the nest boxes!
 
*SavageBonus: Have [[giant alligator]]s or/and [[giant saltwater crocodile]]s as part of your farm.
 
*TrainerBonus: Have your dwarves become Expert alligator/cave croc/saltwater croc trainers.
 
**SteveIrwinBonus: Have your dwarves become Expert trainers of all croc species.
 
*HungryHungryCrocBonus: Build your farm in such a way that [[siege]]s have to go through it to reach your fortress.
 
*UltraCrocBonus: Have [[Alligator man|alligator men]] or/and [[Saltwater crocodile man|saltwater crocodile men]] inhabiting your fortress and helping train the croc farm.
 
**UltraArmokCrocBonus: Have an entire fortress of croc men handling a croc farm. You're dwarves in spirit.
 
 
 
==Dam==
 
{{main|Dam}}
 
 
Build a wall across a riverbed to stop the flow of water. Floodgates optional.  
 
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.)
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'''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.
 
'''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.
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*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.
 
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.
  
==Danger room==
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==[[Danger room|Danger Room]]==
{{main|Danger room}}
 
 
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!
 
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.
 
'''Difficulty''': Low to Medium, depending on how you activate the traps.
  
'''Usefulness''': LowWhile this used to be a very effecting training method in past versions, the combat changes in 0.43.04 has made them much more deadly, even for militia dwarves. They also wear down your dwarves' armor and shields quickly, making them harmful for your long term survival even if your militia dwarves manage to survive the room itself.  
+
'''Usefulness''': HighTrains 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.
 
'''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: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).
*UltraDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.
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*MegaDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.
  
==Day care==
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==Day Care==
A room where you put all your dwarf children so they cannot be kidnapped by snatchers, or get into accidents. 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, toys, clothing, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like hauling, crop harvesting and deconstruction, and will not level up their skill in miscellaneous 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 (Dorfanage) (with Goblins and Minotaurs welcome!)
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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.
 
'''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:''' Varies, depending on the bonuses built. With v50, children are a lot easier to mentally scar for life, making them prone to fell moods and tantrums, so having a safe form of daycare allows them to grow up into adults whose stress levels are usually easier to manage
+
'''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.
  
*SchoolBonus: Make the daycare a guild hall, and add a highly skilled dwarf and another adult to the burrow. The two will give demonstrations that the kids will occasionally watch, gaining experience in a profession of your choice
+
*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.
*OlympicBonus: Build a swimming pool of 4/7 between critical parts of the daycare, so the kids have to go through the water for their everyday tasks, gaining swimming skill and associated stats.
+
*DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof.
*ChildSoldierBonus: Make the daycare a barracks, and have your crack squad of dwarves spar and demonstrate there to train up the military skills of your dwarven children
+
*ArmokBonus: Combine this with danger room.
  
==Doberman bomb==
+
==Doberman Bomb==
 
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.   
 
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.   
  
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'''Usefulness:''' Medium to very high, potentially fortress-saving
 
'''Usefulness:''' Medium to very high, potentially fortress-saving
  
*Bonus: Train the dogs inside as war dogs
+
*Bonus : Train the dogs inside as war dogs
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed
+
**DwarfBonus : Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed
***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, [[jabberer]]s or something really dangerous and rare.  
+
***MegaDwarfBonus : Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare.  
****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]]s, [[bronze colossus]]es, [[forgotten beast]]s (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]].
+
****UltraMagmaArmokBonus : Use one (or more !) of the following list : [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or the denizens of the [[Hidden Fun Stuff]].
  
 
==Drophole==
 
==Drophole==
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*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.
 
*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.
  
==Drowning chamber==
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==[[Drowning chamber]]==
{{main|Drowning chamber}}
 
 
'''Difficulty:''' Moderate.  
 
'''Difficulty:''' Moderate.  
  
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*MegaDwarfBonus: Edit the raws and do both.
 
*MegaDwarfBonus: Edit the raws and do both.
  
==Dwarfputer complex==
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==[[Computing|Dwarfputer]] Complex==
{{main|Computing}}
 
 
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|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.
 
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|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.
 
'''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 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 (''bugs, perhaps?'') 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<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.
 
*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.
 
***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.
 
***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==
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==Dwarven Apartment Complex==
 
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☼).
 
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).
 
'''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 [[Losing|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.
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'''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.
*MegaOrwellBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)
+
*MegaDwarfBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)
  
==Dwarven courtyards==  
+
==Dwarven Courtyards==  
 
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.
 
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.
  
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*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).
 
*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 [[Demon|clowns]] while keeping the rest of the burrow safe.)
+
*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==
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==Dwarven Disco Ball==
 
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., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.
 
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., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.
  
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*UltraDwarfBonus: Caged "[[Elf|dancers]]".
 
*UltraDwarfBonus: Caged "[[Elf|dancers]]".
  
==Dwarven labor camp (aka Dwalag)==
+
==Dwarven Labor Camp (aka Dwalag)==
 
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.
 
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.
  
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*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.
 
*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.
  
==Dwarven refrigerator==
+
==Dwarven Refrigerator==
 
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s 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.  
 
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s 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.  
  
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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.
  
Bonus: Also use nether-cap wood to build the walls, floor, ceiling, and door.
+
==Dwarven Machine Gun==
 
 
Bonus: While we are at it make all your coffins out of it. 'Cryogenically' freeze those corpses!
 
 
 
==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.
 
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.
  
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*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.
 
*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==
 
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.
 
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.
  
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'''Usefulness:''' Sometimes...  sometimes they fly.
 
'''Usefulness:''' Sometimes...  sometimes they fly.
  
==Execution tower==
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==Execution Tower==
 
Just a tall tower to chuck your captives to their deaths.  
 
Just a tall tower to chuck your captives to their deaths.  
  
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'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.
 
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.
 
*MegaDwarfBonus: Send prisoners straight to hell. May make retrieving items difficult, however.
 
 
==Flak==
 
If flying enemies circumventing your walls and causing mayhem inside your fortress is a problem, don't use marksdwarves, just make some flak! Simply cover a series of drawbridges in rocks, and when fliers come by pull the lever.
 
 
'''Difficulty:''' Easy
 
 
'''Usefulness:''' Low. Contrary to the description, marksdwarves are more accurate, versatile, and just better. However, if you manage to hit something with this, there's a large chance of it getting stunned and crashing to the ground. Remember, what goes up must come down, wear your helmet Urist!
 
 
*Bonus: Use minecarts and pressure plates to make it fully automatic.
 
*SuperBonus: Make it closer to real world flak by using burning lignite bins.
 
*EfficiencyBonus: Use goblins as ammo
 
*AlternateBonus: Instead of drawbridges and stone, use jets of water to stun flyers, and then release the dogs. Alternatively, burn them in midair with lava.
 
*FunBonus: Use the above method with lava, except use the lava as a propellent to throw the circus at the local crow population.
 
*ArmokBonus: Use all of the above to emulate what happens when you drift into American airspace.
 
  
 
==Flamethrower bunker==
 
==Flamethrower bunker==
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'''Difficulty:''' Low, but requires a fair bit 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.
 
'''Difficulty:''' Low, but requires a fair bit 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:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; ensuring the bridge center tile isn't near the fire, or building the bridges (and mechanisms) from [[ash]], dragon [[soap]], [[divine metal|divine]]{{version|0.43.03}} [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot, if line-of-sight access is available.
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'''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; building the bridges (and mechanisms) from [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot if line-of-sight access is available.
  
 
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.
 
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.
 
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.
 
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.
  
==Flood the world==
+
==Flood the World==
 
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).
 
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).
  
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*MegaArmokBonus: Mod the game and do both.
 
*MegaArmokBonus: Mod the game and do both.
  
==Gladiator arena==
+
==[[Live training|Gladiator Arena]]==
{{main|Live training}}
+
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|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.
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|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. Keep in mind that you can't actually make your dwarves "watch" the battles like an actual gladiator arena, as civilians will flee in fear at the sight of non-restrained hostile creatures, even if they're in a pit and not actively attacking them.
 
  
'''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 {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).
+
'''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 {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).
  
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).
+
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).
  
*Bonus: Losers get incinerated by Magma.  
+
*Bonus: Losers get incinerated by Magma.  
*DwarfBonus: Winners also get incinerated by Magma.
+
*DwarfBonus: Winners also get incinerated by Magma.
*MegaDwarfBonus: Use your arena as a "trial by fire" for migrants.
+
*MegaDwarfBonus: Use your arena as a "trial by fire" for migrants.
  
==Grazer reanimation facility==
+
==Glass Ceiling==
Just as stables, but without grass, and on a reanimating biome. Pasture every grazer in a separate box, and build [[cage trap]]s to recapture the animal after it joins [[undead|the Dark Side]]. Make sure to forbid the area after you finish setting things up, because you don't want your dwarves getting <s>killed</s> caught instead.
+
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.
  
'''Difficulty:''' Low. You always get some grazing animals to start with.
+
'''Difficulty:''' Medium. Very grueling.
  
'''Usefulness:''' You get a decent supply of zombies to use in your [[trap design|cunning traps]]. Depending on your style of play, this may prove to be worth the effort.
+
'''Usefulness:''' Low, but potentially fortress-saving. (see above)
  
* DwarfBonus: Use war [[elephant]]s, or any other giant [[:Category:DF2014:Grazer|grazing animal]] you <s>bought</s> seized from elves.
+
*PoliticallyIncorrectDwarfBonus: Make it a metaphorical [http://en.wikipedia.org/wiki/Glass_ceiling glass ceiling] and give migrants and women less pay and poorer rooms.
** MegaDwarfBonus: Use [[giant elephant]]s.
 
*** BoatMurderedBonus: Release them all simultaneously to challenge your militia/play out a [[fun|!fun!]] scenario for your fort.
 
* MenagerieBonus: Create a zoo using only undead grazers.
 
** DwarvenMenagerieBonus: Combine this with the [[DF2014:Stupid_dwarf_trick#Zombie_thunderdome|Zombie Thunderdome]] and have a rotation of undead cows fighting in the arena only to be re-caged when they try to leave.
 
*** ChampionBonus: Give each grazer rooming in the zoo according to their kills, with the champion having the most luxurious room.
 
**** AltarBonus: Turn the champion's room into an [[DF2014:Stupid_dwarf_trick#Altar_of_Armok|Altar of Armok]].
 
**** FreedomBonus: Let the champion and higher-ranking zombies roam freely in their rooms, having to be re-captured for each battle.
 
***** !FreedomBonus!: Release the champion into your fort.
 
* HolyGrailBonus: Use white [[bunny|bunnies]].
 
  
 
==Greenhouse==
 
==Greenhouse==
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Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.
 
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.
  
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksdwarfs handy!
+
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksmen handy!
  
 
'''Usefulness:''' N/A. (No cave adaptation)
 
'''Usefulness:''' N/A. (No cave adaptation)
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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.
*MegaHumanBonusPlus: Designate multiple dumping spots into the lava moat.
+
*SurfaceDwellerBonus: get the stone for your constructions entirely from open-pit quarries, i.e. by channelling instead of mining.
*SurfaceDwellerBonus: Get the stone for your constructions entirely from open-pit quarries, i.e. by c[h]annelling instead of [d]igging.
 
*MegaSurfaceDwellerBonus: Never use picks at all, all stone and metal must come from caravans or embark.
 
*WhereTheBeardedLadiesAtBonus: Enforce as many <s>pointless</s> quaint human quirks as feasible, for instance: nominating officials per wealth/popularity/relationships instead of merit and suitedness, coddling Nobles, burrowing farmers, miners, brewers, craftsdwarves and other backbones of society into the most tattered ridings, enforcing a specific religion upon the populace, and so forth.
 
  
 
==Ice tower==
 
==Ice tower==
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'''Usefulness:''' Depends entirely on you.
 
'''Usefulness:''' Depends entirely on you.
 
* BabelBonus: Use [[DFHack]]'s <code>infiniteSky</code> and build to the heavens themselves.
 
  
 
==Journey to the Center of the Earth==
 
==Journey to the Center of the Earth==
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***☼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)==
+
==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 the same number of bridges (that raise!) as your stairway is tall 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.
+
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:
 
3*3 stairwell setup:
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*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.
 
*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.
 
*MegaArmokEntombmentEXTREME+Bonus: "Forget" to pull the lockdown lever before you pull lever number 2.
*MegaArmokEntombment<s>'''Bait&Switch'''</s>Diplomatic+Bonus: Set the highest level up on another switch, with a particularly <s>'''demanding and annoying noble'''</s> skilled diplomatic representative is waiting at the very bottom to <s>'''lure'''</s> invite them all down for a nice meal on <s>'''his flesh'''</s> the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand <s>'''sacrificial defense'''</s> diplomatic skills to be immortalized in volcanic glass?
 
**UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, as well as only the highest of quality (and value) memorial slabs.
 
 
==Magma Lock System==
 
This system is a little more complicated than the LEL system described above, and requires that you space out all of your floors so that there's a 'plumbing floor' between each level. From there you set up tons and tons of magma proof floodgates and hatches. Each 'area' you wish to be self-contained from one another needs at least a 3x2 hallway separating it from the other areas. 4 of these will contain flood gates, and the other two must remain bare. Above one of the two bare points you need to have a hollowed out space, and connecting into it from one side you need to have a hatch leading to your water plumbing system, to the other, a hatch to your lava plumbing system. You need two levers for controlling this, one lever is connected to all of the lower floodgates, the other to the upper floodgates. Pull the first hatch to lock in the flood gates just in case, the second to the upper flood gates to begin pouring in water and magma and have them make obsidian filling the entire hallway, sterilizing it of literally anything that could have contaminated it. You do this instead of hatches so they'll drop in properly and mix with no risk of only one side or the other of the hallway turning to obsidian and resulting in a dangerous leak. Throw the first switch again to open up the floodgates and begin mining to access the old chambers again. Whatever was invading your fortress, whether plague, necromancer, clowns, or forgotten beast, will be safely locked away, and unable to break back out whether or not it possesses building destroyer or not. Then you just have to wait for your miners to dig their way out. You can simply avoid the chambers that still have FUN inside, and any the purity of magma and obsidian will have utterly obliterated any traces of contaminants between containment zones.
 
 
'''Difficulty''': Medium to High. While not dealing with anything overtly hostile, this process more or less demands that you plan your fortress from the start for this specific system and deal with lots and lots of moving parts, mechanisms, and similar, plus the power necessary to pump magma and water into this network in a timely manner.. If you screw up part of it then it's very easy to end up with your entire fortress flooded with water or magma. Build it on small and give it a test run then expand it once you've gotten the process working for a single chamber, such as the chamber leading to your cavern layer.
 
 
'''Usefulness''': High. Depending on how you prepare things (See the bonuses below) the necessary set up for all of this will result in a network of magma and water pipes in every single level of your fortress, powering forges, wells, baths, showers, and defenses of all sorts. Then when things are at their worst, throw a switch and barring one or two (or many depending on how many dwarves are transitioning between containment areas) horribly swift deaths, your entire fortress is safe from any possible threats. You can also prepare chambers ahead of time for other activities and use this to trap enemies in them for later usage.
 
 
*DwarfBonus: Put a stockpile of food, drink, and pickaxes in each containment area.
 
*MegaDwarfBonus: Put a lever in every zone connected just to their own, so your dwarves can heroically seal off an entire section by themselves if necessary.
 
*UltraDwarfBonus: Extend the hallways, and make the water half of them use grates and constant water falls to give good thoughts while traversing between zones. Change up your levers to shut off the water for when digging begins again.
 
  
 
==Maze==
 
==Maze==
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*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.
 
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.
*Filodorima: Release a live caged [[minotaur]] into the maze.
+
*Bonus: Release a live caged [[minotaur]] into the maze.
 
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].
 
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].
*MemorialBonus: Capture the Goblin King and make him fight the Minotaur.
 
  
==Magma chamber==
+
==Magma Chamber==
 
'''Difficulty:''' Dangerous as any magma project.  
 
'''Difficulty:''' Dangerous as any magma project.  
  
 
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.
 
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.
  
==Magma cannon==
+
==Magma Cannon==
[http://www.bay12forums.com/smf/index.php?topic=33837 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance.  
+
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance.  
  
 
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction.  
 
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction.  
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'''Usefulness:''' Marginal. But very cool.
 
'''Usefulness:''' Marginal. But very cool.
  
==Magma access early==
+
==Magma Highway==
ASAP from embark, dig down to the magma.<br>
 
Make 2 magma proof pumps,<br>
 
make a small (5x5?) room that you can pump magma into and out of and<br>
 
make a stockpile for only iron & steel minecarts in the room.<br>
 
Be sure to make enough minecarts to fill the room.<br>
 
Once the room is full of minecarts, seal room and pump it full of magma.<br>
 
Then pump the magma out.<br>
 
Delete the stockpile.<br>
 
Make a new stockpile near your forge/smelt/glass/kiln area.<br>
 
Haul minecarts by hand (or magma proof wheelbarrow).<br>
 
Use tracks and stops to dump 4 deep magma into shallow pits.<br>
 
2 minecart loads per pit. <br>
 
 
 
'''Difficulty:''' Low.  <br>
 
'''Usefulness:''' Very High.  <br>
 
*Bonus: !!Magma Economy By Autumn!!
 
*ObsidianBonus: Instead of pumping the magma out, drain water from a nearby lake or aquifer cistern onto it to turn it into obsidian. Carve out the minecarts, magma safely still inside, and enjoy the extra obsidian you have. Watch out not to flood the fortress!
 
 
 
==Magma highway==
 
 
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.
 
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.
  
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'''Usefulness:'''  Medium.
 
'''Usefulness:'''  Medium.
  
==Magma mausoleum==
+
==Magma Mausoleum==
 
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.   
 
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.   
  
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*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map
 
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map
  
==Magma sea colony==
+
==Magma Sea Colony==
  
 
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).
 
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).
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*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.
 
*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.
  
==Mass cage recycling system==
+
==[[Mass pitting|Mass Cage Recycling System]]==
{{main|Mass pitting}}
+
 
 
Build a [[mass pitting]] system to recycle your cage trap cages quickly.
 
Build a [[mass pitting]] system to recycle your cage trap cages quickly.
  
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*ConcentrationCampBonus: Combine with Pit of Doom below.
 
*ConcentrationCampBonus: Combine with Pit of Doom below.
  
==Mega/Water drowning trap-thing==
+
==[[Drowning chamber|Mega/Water Drowning Trap-Thing]]==
{{main|Drowning chamber}}
 
 
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).
 
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).
  
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'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.
 
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.
  
==Minecart spiral==
+
==Monumental Statue==
Build a giant spiral [[Minecart#Impulse ramps|minecart impulse ramp]] all the way from the [[magma sea]] to the surface. You can use it to transport ores to the [[magma smelter|magma smelters]] at the bottom from [[sedimentary layer|sedimentary layers]] near the surface. You can build [[statues]] in it to prevent dwarves from walking in and [[fun|dying]].
 
 
 
'''Difficulty:''' Medium-High. You will most likely have to use [[macros]]. Additionally, when crossing caverns you will have to [[construct]] minecart ramps which can be tedious.
 
 
 
'''Usefulness:''' Medium. It depends on how tall your map is and how much ores you consume.
 
 
 
*TrapBonus: Use [[bridge|drawbridge]] to guide invaders to the spiral, then [[screw pump|pump]] water into it and drown them.
 
**BetterTrapBonus: Make it [[magma]] instead.
 
*SuperBonus: Make the tower go all the way to the highest [[Z-axis|Z level]].
 
**ArmokBonus: Make it go through the magma sea, and [[HFS|further below]].
 
*Bonus: At the top, set up a system where dwarves can guide minecarts to different vertical shafts where the will fall to different Z levels, for loading. Then, the minecarts fall further down to the smelters, where the empty minecarts are sent back up for loading.
 
**MegaBonus: Divide your dwarves into two separate [[burrows]] connected only by the minecart spiral and the shaft. The higher burrow is in charge of mining, growing food, and operating the minecart system, and the lower burrow is in charge of smelting ores and making crafts.
 
***HyperMegaBonus: Close off all stairs and add a minecart loading and unloading station at every inhabited z level. All vertical transport of goods should be done via minecarts only. Also, dwarves are not allowed in minecarts.
 
****UltraSuperBonus: Build a minecart loading and unloading station at every Z level, even the uninhabited ones you never use.
 
 
 
==Mist generator==
 
 
 
Using whatever screw-pump-statue contraption your dwarves can muster up, create an endless mist-generating machine which will hopefully not obliterate your [[Frames_per_second|FPS]].
 
 
 
'''Difficulty:''' Extremely easy. You will only need a basic understanding of screwpumps and gear assemblies. However, you can scale it to any size or level of complexity. The [[Mist|mist page]] has a handy guide.
 
 
 
'''Usefulness:''' Borderline cheating. Keeps your dwarves in a state of constant euphoria. Mist does funny things to a dwarf's mind. Also a one-up from artificial waterfalls as they only need to travel a single Z level,  (hopefully) reducing the FPS strain.
 
*Bonus: Build an absolutely horrible fortress with as much [[miasma]] and [[hateable]] vermin that you can fit in one bunker. Keep your dwarves sane with the power of Mist™ alone.
 
**FUNbonus: Build it in a semi-freezing climate instead. Watch as winter rolls by and your dwarves are deprived of their only source of joy. [[Fun]] will surely ensue.
 
 
 
 
 
 
 
==Monumental statue==
 
 
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.
 
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.
  
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**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.
  
==Moses effect==
+
==Moses Effect==
 
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.
 
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.
  
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'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.
 
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.
  
*Bonus: Use the Moses effect to make doors from water, which are opened/closed using a lever.
+
==[[Waterfall|Never Ending Shower]]==
*TechBonus: Automatize the doors so that they open (only!) when a dwarf is near.
 
 
 
==Never-ending shower==
 
{{main|Waterfall}}
 
 
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!
 
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!
  
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*ArmokBonus: Make it so that magma can be poured down, too!
 
*ArmokBonus: Make it so that magma can be poured down, too!
  
==Nuclear Fallout Bunker==
+
==[[Obsidian farming|Obsidian Factory]]==
Build a mini fortress with everything your dwarves could need deep underground. Stock it with enough food, drinks, and materials to last your small band of survivors for years or alternatively make it self-sufficient with its own food production. Lastly, add a bridge that allows you to seal off the bunker from the rest of the world.
 
 
 
'''Difficulty:''' Easy-Medium depending on the relative luxury of the bunker and how many dwarves you intend to shelter from the apocalypse.
 
 
 
'''Usefulness:''' High. If your fort is threatened by some particularly nasty disaster (be it zombie goblin horde or Bronze Colossus) simply rush your best and brightest dwarves down to the Nuclear Fallout Bunker and raise the bridge, sealing it off from the rest of the world.
 
*MutallyAssuredDestructionBonus: Have a self-destruct lever in the bunker that is pulled once everyone is safely inside.
 
 
 
==Obsidian factory==
 
{{main|Obsidian farming}}
 
 
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.
 
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.
  
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* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.
 
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.
  
==Pit o' doom==
+
==Pit o' Doom==
 
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.
 
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.
  
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'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].
 
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].
 
* Bonus: Link the spikes to a lever so you can proceed to make swiss cheese of whatever didn't die from the fall.
 
  
 
==Pixel art stockpiles==
 
==Pixel art stockpiles==
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'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.
 
'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.
  
'''Usefulness:''' Negative
+
'''Usefulness:''' Low
  
==Pressure washer==
+
==Pressure Washer==
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and instantly submerges anything in the way of the flow. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here].
+
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]
  
 
'''Difficulty:''' Medium, construction technique takes some consideration.  
 
'''Difficulty:''' Medium, construction technique takes some consideration.  
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'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.
 
'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.
  
* Bonus: Fill it with Magma instead (though it won't flow out nearly as quickly).
+
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).
 
 
==Quantum Blizzard Cannon==
 
 
 
Do you need to kill something? Is atom-smashing no longer a viable option? Do you wish to bring glory to Armok? Do not fear, the QBC is here! By creating individual stops to fill minecarts with projectiles of your choosing, then loading up to 12 filled minecarts into a final “Launcher” minecart (using a stop designated to fill the "launcher" with minecarts), you can effectively fire as many items as you would like at your foe using a  standard minecart shotgun.  It is also possible to fill this with fluids, to great effect (and risk of crashing the game). This can often have interesting effects because hitting a goblin with 996 bars of lead at extreme speeds is not good for the squishy bits. The cannon gains its name from its creator. 
 
 
 
''' Difficulty:''' excessive, lots of time in menus and loading per shot, but really ((Fun))
 
 
 
''' Usefulness:''' medium to low. The same trick can be used to move large amounts of items via minecart, but ultimately the QBC is excessive for even the HFS.
 
  
==Redesign the fortress==
+
==Redesign the Fortress==
And when we say "redesign", we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!
+
And when we says "redesign", we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!
  
 
'''Difficulty:''' Varies depending on the size of the fortress.
 
'''Difficulty:''' Varies depending on the size of the fortress.
  
'''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization.
+
'''Usefulness:''' Varies depending on how you carry it out, a. k. a. the efficiency of the new organization.
  
* Bonus: use [[obsidian]] casting to carve the new fortress entirely out of obsidian.
+
==Rehabilitation Centre==
** DwarfBonus: but keep valuable walls such as [[native gold]].
 
*** PurpleDwarfBonus: using controlled [[cave-in]]s, arrange for your king's new room to be entirely bordered by native gold/platinum/aluminium walls.
 
 
 
==Rehabilitation centre==
 
 
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.
 
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.
  
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* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.
 
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.
  
==Road of the damned==
+
==Road of the Damned==
 
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!
 
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!
  
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* Megabonus: Spike traders who annoy you on the traps!
 
* Megabonus: Spike traders who annoy you on the traps!
  
==Roof of the world==
+
==Sectorized World==
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.
 
 
 
'''Difficulty:''' Medium. Very grueling.
 
 
 
'''Usefulness:''' Low, but potentially fortress-saving. (see above)
 
 
 
==Sectorized world==
 
 
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.
 
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.
  
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'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.
 
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.
  
==Self-contained vampire-based factory==
+
==Self-contained Vampire-based Factory==
 
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.
 
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.
  
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'''Usefulness:''' Depends on how many green glass blocks you plan on using.
 
'''Usefulness:''' Depends on how many green glass blocks you plan on using.
  
==Sapient zoo==
+
==Self Destruct Lever==
Start by creating a [[zoo]] containing at least one of every [INTELLIGENT] and [CAN_SPEAK] creature
 
including [[humans]], [[elves]], [[goblin]]s and [[kobold]]s.
 
 
 
*Bonus: include a berserk dwarf in cage
 
 
 
'''Difficulty:''' Easy for some, Hard for others
 
 
 
'''Usefulness:''' None, really, a place for dwarves to throw a [[party]].
 
 
 
==Self-destruct lever==
 
 
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]].  
 
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]].  
  
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** 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.
* FunBonus: use the lever to drop the fortress off a pillar while simultaneously opening the [[hidden fun stuff]], preferably in a whole lot of places.
 
*ExtraFunBonus: do as many of these bonuses as you please (as long as they still function together) AND unleash a whole lot of dwarves throwing tantrums near the lever when you wish to set the fun things off.
 
  
==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.
  
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'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).
 
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).
  
==Silk farming==
+
==[[Silk farming|Silk Farming]]==
{{main|Silk farming}}
 
 
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].
 
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].
  
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'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.
 
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.
  
==Steamed vegetables==
+
 
 +
==Steamed Vegetables==
 
Make a pot and drop <s>elves</s> vegetables in from about three levels up. This makes it so the vegetables do not <s>run</s> get overcooked. Proceed to bask the vegetables in [[steam]].
 
Make a pot and drop <s>elves</s> vegetables in from about three levels up. This makes it so the vegetables do not <s>run</s> get overcooked. Proceed to bask the vegetables in [[steam]].
  
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*MegaDwarfBonus: Add <s>goblins</s> seasoning.
 
*MegaDwarfBonus: Add <s>goblins</s> seasoning.
 
*ArmokDoubleBonus: Use [[magma mist]].
 
*ArmokDoubleBonus: Use [[magma mist]].
*DwarfBonus: feed any vegetables you did not steam to your dear friends, the [[Demon|clowns]].
 
  
==Swimming pool==
+
 
{{main|Swimming#Learning/Teaching swimming|l1=Swimming § Learning/Teaching swimming}}
+
==[[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.  
 
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill.  
  
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'''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.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.
 
'''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.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.
 
==Swimming track==
 
{{main|Swimming#Minecart_training|l1=Swimming § Minecart_training}}
 
 
 
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]
 
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]
 +
==[[Swimming#Minecart_training|Swimming track]]==
  
 
A [[minecart]] ride that trains [[swimming]] safely and automatically.
 
A [[minecart]] ride that trains [[swimming]] safely and automatically.
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'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.
 
'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.
  
==Tower of Death-Struction==
+
==[[Tree farming|Underground Forest]]==
 
 
Have you ever wondered, "What would it take to make my [[Siege|friends]] all [[Gravity|fall]] at once into a pit of [[Trap|fun times]] while also not risking failure?" Elementary, my aspiring architect -- [[Fun|THE TOWER OF DEATH-STRUCTION]]!
 
 
 
Step 1: Build a tower with a [[bridge]], to allow for non-lethal access to the fortress. Build the tower roughly 25-30 blocks high, though higher towers tend to result in roughly equivalent amounts of [[Fun]]. The access bridge should be linked to a lever, to close it like a standard gate.
 
 
 
Step 2: Build a thinner tower 20 blocks away, for maximum bridge length. Any number of middle towers can be constructed, though one is recommended.
 
 
 
Step 3: Build another tower, one that can be ascended by [[Goblin|curious friends]]. Fill it with cage traps, to thin out the number of [[Troll|friends]] to take up space on the bridge.
 
 
 
Step 4: Build two bridges on either side of the skybridge, to trap attackers on the skybridge.
 
 
 
Step 5: Hook up the skybridges to one lever, and the trap bridge to another.
 
 
 
Once this is done, just wait for a [[Siege|surprise party]] to be thrown for you. Close the access bridge, forcing the [[Goblin|visitors]] to path onto it. Trap them, and when the time looks right...
 
 
 
'''Pull the lever, Kronk!'''
 
 
 
'''Difficulty:''' Moderate to hard. If all of your dwarves have cave adaptation, the construction might take a lot longer to complete. As well, the cost of floors and traps alone will mean that just acquiring the materials will need its own stupid dwarf trick.
 
 
 
'''Usefulness:''' Low to high, depending on how well you use it. If you forget to open the access gate, you might find your dwarves trapped inside the tower, or even worse, they may run up to the bridge to fight and meet a [[Gravity|bad time]]. Also, the goblin corpses piling up in the spike pit might cause extra [[Miasma|fun]] depending on how regularly you take care of it. If done correctly, this tower might become the most efficient and effective defence against all problems that one could possibly ask for.
 
 
 
*Bonus: Build enough middle towers to build a bridge path long enough to trap an entire siege and drop them onto spikes below.
 
*SuperBonus: Build the towers above a river.
 
*MegaDwarfBonus: Build the towers above a lava pit.
 
*SuperMegaDwarfBonus: Build the towers above a ticket straight to [[HFS|the circus]].
 
*ArmokBonus: Build the towers out of [[Slade]] (Note: This should be impossible, so if you do it...))
 
*SuperMegaUltraHardcoreDwarvenMasterpieceArtifactBonus: Build the fortress at the top of the tower that the goblins have to try to get to.
 
 
 
==Underground forest==
 
{{main|Tree farming}}
 
 
Break into an underground cavern, make some muddy floors over a big area and wait.
 
Break into an underground cavern, make some muddy floors over a big area and wait.
  
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'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.
 
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.
  
==Underground perpetual motion power plant==
+
==Underground Perpetual Motion Power Plant==
 
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.
 
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.
  
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'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.
 
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.
  
==Underwater statue room==
+
==Underwater Statue room==
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors then fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.
+
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.
  
 
'''Difficulty:''' Low.  
 
'''Difficulty:''' Low.  
Line 1,042: Line 820:
 
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.
 
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.
  
==U.R.I.S.T. artificial intelligence==
+
==U.R.I.S.T. Artificial Intelligence==
 
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in <s>food</s> biomass and <s>alcohol</s> coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.  
 
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in <s>food</s> biomass and <s>alcohol</s> coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.  
  
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'''Difficulty:''' Low.  
 
'''Difficulty:''' Low.  
  
'''Usefulness:''' Low. Make sure to wall the pit in, or it will become very [[fun]] once [[goblin]] archers become involved.
+
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very [[Fun]] once [[goblin]] archers become involved.
 
 
Bonus: Make an ACTUAL Vomitorium for this - Build a [[meeting hall]] with a [[grate]]d floor. Let [[cave adaptation]] set in, then open the place up for the most extravagant and lavish of parties every 3~4 years! Those will be some Armok grade hangovers though....
 
 
 
==Water tower==
 
This functions much like real life:  Lifting water above ground level creates pressure, allowing buried pipes to deliver water to any elevation below the top of the tower.  This is smarter, faster, and cheaper than a map-spanning raised aqueduct.  A pump stack at the river, raising water into a sealed, pressurized U-bend, can deliver large volumes of water to whatever level you want, very quickly.
 
 
 
'''Difficulty:'''  Medium.  No harder than any other pump stack to design, but high pressure can amplify minor errors into abandon-worthy disasters.  You could conceivably divert the river into your fort.  Be sure to make an off-switch.
 
 
 
'''Usefulness:'''  Medium.  Once the pump stack is operating, you no longer need to be anywhere near your water source.
 
  
 
==Watervator==
 
==Watervator==
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*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.
 
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.
  
==Werewolf clock==
+
==Werewolf Clock==
 
The changing of the werewolf is the most reliable indicator of the passing of seasons.  For precisely one day per full moon, he will go berserk and trigger standard pressure plates.
 
The changing of the werewolf is the most reliable indicator of the passing of seasons.  For precisely one day per full moon, he will go berserk and trigger standard pressure plates.
 
 
'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.
 
'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.
 
+
'''Usefulness:''' Low.
'''Usefulness:''' Low/None. As of Premium, the lunar phase is permanently affixed to the user interface, making a werewolf clock frankly redundant.
 
 
 
 
*Bonus:  Make the werewolf do most of the work himself.
 
*Bonus:  Make the werewolf do most of the work himself.
  
==Zombie thunderdome==
+
==Zombie Thunderdome==
 
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!
 
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!
  
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*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.
*CavernFunBonus: Channel the bottom into a cavern and let your zombies hunt [[forgotten beast|the wonderful creatures there]].
 
**BonusFunBonus: Let them hunt [[Demon|Clowns]] as well.
 
*ZombieDwarfBonus: Ignore the suggestion above and dump dwarven corpses in anyway.
 
  
==Zombie shooting gallery==
+
==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.
 
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.
 
A viable (if finicky) alternative to a reanimating biome could be a [[necromancer]]. This has the benefit of being more controllable, but comes with the threat of [[intelligent undead]] and their abilities. Most would be relatively harmless or a minor inconvenience, but some are potentially lethal to your dwarves. Whether or not this is a downside depends on how many corpses you have available to restock the gallery.
 
  
 
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.
 
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.
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{{Category|Design}}
 
{{Category|Design}}
[[ru:Stupid dwarf trick]]
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EDITORS!
 
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!
 
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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