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{{Quality|Masterwork|21:15, 28 April 2013 (UTC)}}
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==Introduction==
 
==Introduction==
Simple one-tile [[trap]]s* are just that they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch cover|hatch]]es, [[floodgate]]s, and [[bridge]]s to [[lever]]s or [[pressure plate]]s, along with machinery to provide the [[power]] to run some of the more diabolical designs.  When the trigger is activated, it sends a [[lever|signal]] to the linked device. That signal is not always as simple as '''do it now''', but it's specifically either to '''open''' or to '''close'''.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.
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Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch cover|hatch]]es, [[floodgate]]s, and [[bridge]]s to [[lever]]s or [[pressure plate]]s, along with machinery to provide the [[power]] to run some of the more diabolical designs.  When the trigger is activated, it sends a [[lever|signal]] to the linked device. That signal is not always as simple as '''do it now''', but it's specifically either to '''open''' or to '''close'''.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.
  
 
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''
 
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''
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===Cage trap===
 
===Cage trap===
:A very powerful type of trap. Maybe even too powerful currently, even a wooden or glass [[cage]] can hold any creature indefinitely, even [[troll]]s and [[megabeast]]s. A cage trap never fails, although creatures with the [[trapavoid]] tag cannot be captured unless knocked [[unconscious]] or [[Giant cave spider|webbed]] first. Use cage traps as your outermost traps to catch the occasional wandering animal, angry wounded [[elephant]] or [[unicorn]], or even [[zombie]]s. Caged animals and enemies will be safely brought to any animal [[stockpile]]s you have, but may escape later if you are not careful. For more information, see [[captured creatures]].
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:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass [[cage]] can hold any creature indefinitely, even [[troll]]s and [[megabeast]]s. A cage trap never fails, although creatures with the [[trapavoid]] tag cannot be captured unless knocked [[unconscious]] or [[Giant cave spider|webbed]] first. Use cage traps as your outermost traps to catch the occasional wandering animal, angry wounded [[elephant]] or [[unicorn]], or even [[zombie]]s. Caged animals and enemies will be safely brought to any animal [[stockpile]]s you have, but may escape later if you are not careful. For more information, see [[captured creatures]].
  
 
==Linked traps==
 
==Linked traps==
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====Inside corner trapping====
 
====Inside corner trapping====
If the path where you will place your traps has bends, expect the enemy to take the most direct path it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end.
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If the path where you will place your traps has bends, expect the enemy to take the most direct path it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end.
 
<diagram>
 
<diagram>
 
       ╔═════════  
 
       ╔═════════  
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Have a river or any kind of chasm?  Construct a floor over it (not a bridge), then build traps over it.  Brooks won't work for this, because everything can already walk over the top of a brook.  It also won't work as well in winter on a map that freezes.
 
Have a river or any kind of chasm?  Construct a floor over it (not a bridge), then build traps over it.  Brooks won't work for this, because everything can already walk over the top of a brook.  It also won't work as well in winter on a map that freezes.
  
            ^^^^
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+++++++++++░^^░+++++++++++
            ░^^░  
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+++++++++++░^^░+++++++++++
            ░^^░             Nobody ever said that it had
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+++++++++++░^^░+++++++++++
            ░^^░               to end at the river banks.
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  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ Nobody ever said that it had to end at the river banks.
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~   Building walls along the side
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  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ Building walls along the side allows you to make it longer
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~     allows you to make it longer
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  +++++++++++░^^░+++++++++++  and to fill it with more traps.
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~    and give you room for more traps.
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  +++++++++++░^^░+++++++++++
            ░^^░              Extra traps cover all possible  
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+++++++++++░^^░+++++++++++
            ░^^░               entry/exit tiles.
 
            ░^^░  
 
            ^^^^
 
  
 
====Maze/Labyrinth====
 
====Maze/Labyrinth====
Mazes not only look cool, they are very effective traps. Essentially, you want 2 entrances to your fort. One for your dwarves and trade caravans, and another for invaders the maze. Whenever you are under siege, close the entrance for your dwarves. This leaves a long maze that invaders must go through to path into your fort. This allows the entire invading force to be in the maze when you close off the entrance, sealing them in. With the clever use of bridges, you may divert invaders out of the maze and into your traps/military's arms at a rate you can deal with. If your map doesn't have iron, this will greatly decrease the amount of iron you'd normally lose when the invading force starts losing and flees. NOTE: Unlike real-life mazes, it's best to create yours with a single winding path from the entrance to the exit. Invaders have clairvoyance and will path directly into your fort. A roof is also necessary, as walls mean nothing if they can be climbed over. If you do put traps in the maze itself, put them near the end as invaders will flee if they start getting torn up by traps. ([[:media:mazeexample.png#Example|Example]](note: bridges are down for access), [[:media:mazedesign.png#MS Paint illustration|MS Paint Illustration]])
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Mazes not only look cool, they are very effective traps. Essentially, you want 2 entrances to your fort. One for your dwarves and trade caravans, and another for invaders - the maze. Whenever you are under siege, close the entrance for your dwarves. This leaves a long maze that invaders must go through to path into your fort. This allows the entire invading force to be in the maze when you close off the entrance, sealing them in. With the clever use of bridges, you may divert invaders out of the maze and into your traps/military's arms at a rate you can deal with. If your map doesn't have iron, this will greatly decrease the amount of iron you'd normally lose when the invading force starts losing and flees. NOTE: Unlike real-life mazes, it's best to create yours with a single winding path from the entrance to the exit. Invaders have clairvoyance and will path directly into your fort. A roof is also necessary, as walls mean nothing if they can be climbed over. If you do put traps in the maze itself, put them near the end as invaders will flee if they start getting torn up by traps. ([[:media:mazeexample.png#Example|Example]](note: bridges are down for access), [[:media:mazedesign.png#MS Paint illustration|MS Paint Illustration]])
*I prefer putting my entrance to my maze right below the entrance to my trade depot, then put a bridge over the opening.  If the bridge is down then the access to me depot, bridge raises and the entrance is now the maze.  Simplifies the multistep process given in the picture.  Be sure to have your maze either safe for your own dwarves to walk through or some other method to help out dwarves that are outside at the start of a siege.
 
  
 
==Trap Designs==
 
==Trap Designs==
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'''Level 0'''
 
'''Level 0'''
  
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>░</tt>  Wall  
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   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>░</tt>  - Wall  
   ->++▼··················▼++->  <tt>-&gt;</tt> Direction of traffic
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   ->++▼··················▼++->  <tt>-&gt;</tt> - Direction of traffic
   ->++▼··················▼++->  <tt>▼</tt>  Down-Ramps (as visible from one level above = see [[ramp]])
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   ->++▼··················▼++->  <tt>▼</tt>  - Down-Ramps (as visible from one level above = see [[ramp]])
   ->++▼··················▼++->  <tt>+</tt>  Floor   
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   ->++▼··················▼++->  <tt>+</tt>  - Floor   
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>·</tt> Open space  
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   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>·</tt> - Open space  
 
 
 
'''Level -1'''
 
'''Level -1'''
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>X </tt> Inflow  
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     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>X </tt> - Inflow  
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
     ░░▲++▼··▼++++++▼··▼++▲░░  <tt>▲</tt> Up-Ramps  
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     ░░▲++▼··▼++++++▼··▼++▲░░  <tt>▲</tt> - Up-Ramps  
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>▼</tt> Down-Ramps
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     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>▼</tt> - Down-Ramps
 
 
 
'''Level -2'''
 
'''Level -2'''
     ░░░░░░xx░░░░░░░░xx░░░░░░  <tt>x</tt> Outflow
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     ░░░░░░xx░░░░░░░░xx░░░░░░  <tt>x</tt> - Outflow
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
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'''Level 0'''
 
'''Level 0'''
  
   ░░X░░X░X░░X░░  <tt>░</tt> Wall  
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   ░░X░░X░X░░X░░  <tt>░</tt> - Wall  
   ░+++++░+++++░  <tt>+</tt> Floor
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   ░+++++░+++++░  <tt>+</tt> - Floor
   X+++++░+++++X  <tt>X</tt> Floodgate
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   X+++++░+++++X  <tt>X</tt> - Floodgate
   ░+++++░+++++░  <tt>H</tt> Hatch
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   ░+++++░+++++░  <tt>H</tt> - Hatch
   ░+++++░+++++░  <tt>-</tt> Water reservoir
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   ░+++++░+++++░  <tt>-</tt> - Water reservoir
 
   X+++++░+++++X
 
   X+++++░+++++X
 
   ░░░░░░+░░░░░░
 
   ░░░░░░+░░░░░░
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====Ice trap====
 
====Ice trap====
Water open to the sky in freezing [[biome]]s will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit mass murder with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it.  
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Water open to the sky in freezing [[biome]]s will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it.  
  
 
Observe in action [http://mkv25.net/dfma/movie-231-degrinchinator here], or a wider version [http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker here].  For more information, see [[User:Vattic/Orcsicle_maker_Explained|these detailed instructions]].
 
Observe in action [http://mkv25.net/dfma/movie-231-degrinchinator here], or a wider version [http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker here].  For more information, see [[User:Vattic/Orcsicle_maker_Explained|these detailed instructions]].
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'''Level 0'''
 
'''Level 0'''
  
   ·····························  <tt>░</tt> Wall  
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   ·····························  <tt>░</tt> - Wall  
   ->++++++++++++++++++++++++++·  <tt>-&gt;</tt> Direction of traffic
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   ->++++++++++++++++++++++++++·  <tt>-&gt;</tt> - Direction of traffic
   ->++++++++++++++++++++++++++·  <tt>▼</tt> Down-Ramps (as visible from one level above = see [[ramp]])
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   ->++++++++++++++++++++++++++·  <tt>▼</tt> - Down-Ramps (as visible from one level above = see [[ramp]])
   ->++++++++++++++++++++++++++·  <tt>+</tt> Floor   
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   ->++++++++++++++++++++++++++·  <tt>+</tt> - Floor   
   ░XXXXXXXXXXXXXXXXXXXXXXX░+++·  <tt>·</tt> Open space  
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   ░XXXXXXXXXXXXXXXXXXXXXXX░+++·  <tt>·</tt> - Open space  
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>X</tt> Floodgate OR retracting bridge
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   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>X</tt> - Floodgate OR retracting bridge
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>~</tt> Water
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   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>~</tt> - Water
 
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·
 
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·
 
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·
 
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·
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===Magma and fire traps===
 
===Magma and fire traps===
These traps incinerate targets, or possibly encase them in [[obsidian]].  Magma does not play favorites read up (again) on magma, and use with ''extreme'' caution. Fire traps are included in this category because magma is often the best method of starting a fire.  
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These traps incinerate targets, or possibly encase them in [[obsidian]].  Magma does not play favorites - read up (again) on magma, and use with ''extreme'' caution. Fire traps are included in this category because magma is often the best method of starting a fire.  
  
 
====Magma chamber====
 
====Magma chamber====
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====Dodge Me Trap====
 
====Dodge Me Trap====
 
Passing over a catwalk of traps, invaders will find themselves dodging into your pit. Since you can seal the pit with bridges, it doesn't complicate access to your fortress while inactive. Beware of dwarves fighting on top of it when active, as they will dodge too. Using weapon traps with a lot of possible hits can make an invader dodge multiple times at once, allowing him to dodge across an open space tile, skipping the pit. This can be dealt with in some variants by the strategic placement of walls and/or by having an incredibly broad pit. Using a low quality mechanism will also force invaders to dodge, as opposed to using a high quality mechanism in the weapon trap, which will cause the weapon trap to actually land hits on the invader.
 
Passing over a catwalk of traps, invaders will find themselves dodging into your pit. Since you can seal the pit with bridges, it doesn't complicate access to your fortress while inactive. Beware of dwarves fighting on top of it when active, as they will dodge too. Using weapon traps with a lot of possible hits can make an invader dodge multiple times at once, allowing him to dodge across an open space tile, skipping the pit. This can be dealt with in some variants by the strategic placement of walls and/or by having an incredibly broad pit. Using a low quality mechanism will also force invaders to dodge, as opposed to using a high quality mechanism in the weapon trap, which will cause the weapon trap to actually land hits on the invader.
 
Note: since version 0.42.05, zombies ''no longer dodge''.
 
  
 
Simple version:
 
Simple version:
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  ╚═════════╝
 
  ╚═════════╝
 
This design places 3 wooden training spears into each weapon trap, along with a no-quality mechanism.  The traps rarely, if ever, jam or require cleaning.  Even after causing 140 enemies to dodge, in the demo for example, the traps never jam nor do any dwarves attempt to clean them.
 
This design places 3 wooden training spears into each weapon trap, along with a no-quality mechanism.  The traps rarely, if ever, jam or require cleaning.  Even after causing 140 enemies to dodge, in the demo for example, the traps never jam nor do any dwarves attempt to clean them.
 
Note: as of version 0.43.04, weapons wear as a result of combat – wooden training spears in traps included, and very quickly too.
 
  
 
===Building destroyer and trapavoid traps===
 
===Building destroyer and trapavoid traps===
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=== Animal/Gladiator Traps ===
 
=== Animal/Gladiator Traps ===
War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although this isn't a guarantee; unarmed goblins are incredibly weak. This trap has a lot more randomness involved than others, so it's more of a novelty than an effective and practical trap. Exotic animals can be much more brutal, so bonus points for catching tigers, bears, (or buying them from elves) or dragons. If you do manage to catch a dragon and tame it, you'll probably want to clear out any other animals, unless they don't mind dragon fire.
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War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although this isn't a guarantee; unarmed goblins are incredibly weak. This trap has a lot more randomness involved than others, so it's more of a novelty than an effective and practical trap. Exotic animals can be much more brutal, so bonus points for catching tigers, bears,(or buying them from elves) or dragons. If you do manage to catch a dragon and tame it, you'll probably want to clear out any other animals, unless they don't mind dragon fire.
  
 
If one of your dwarves has been plagued by [[Vampire|Vampirism]], all the better. Build him/her a nice pit outfitted as barracks, throw in good weapons and armor, and watch as they train themselves nonstop up to Legendary skill in most combat abilities.
 
If one of your dwarves has been plagued by [[Vampire|Vampirism]], all the better. Build him/her a nice pit outfitted as barracks, throw in good weapons and armor, and watch as they train themselves nonstop up to Legendary skill in most combat abilities.
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==== Minecart thumper ====
 
==== Minecart thumper ====
 
When falling minecarts land on a floor, they injure creatures in the tile below.{{bug|6068}} Add some rollers and a very short track loop to maximize the damage potential. Since the minecart remains physically separated from its targets, it shouldn't jam or jump off track.
 
When falling minecarts land on a floor, they injure creatures in the tile below.{{bug|6068}} Add some rollers and a very short track loop to maximize the damage potential. Since the minecart remains physically separated from its targets, it shouldn't jam or jump off track.
[[ru:Trap design]]
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{{Category|Traps}}
 
{{Category|Traps}}
 
{{category|Fortress defense}}
 
{{category|Fortress defense}}
 
{{category|Design}}
 
{{category|Design}}

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