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Editing v0.34:Trap design

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As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.  You may also want a few traps near the edges, to catch the creatures that attempt to go around it.
 
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.  You may also want a few traps near the edges, to catch the creatures that attempt to go around it.
  
<diagram>
+
{{diagram|spaces=yes|\
  +++++++[#F00]^^^[#FFF]+++++++      legend
+
  +++++++[#F00]^[#F00]^[#F00]^+++++++      [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d
 
  ++++++++▓++++++++  ▓  stone/wall
 
  ++++++++▓++++++++  ▓  stone/wall
  ++++++++▓++++++++  [#F00]^  trap[#FFF]
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  ++++++++▓++++++++  [#F00]^  trap
 
  ++++++++▓++++++++  +  floor
 
  ++++++++▓++++++++  +  floor
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
  ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++
+
  ++++++[#F00]^[#F00]^▓[#F00]^[#F00]^++++++
  [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^
+
  [#F00]^+++++[#F00]^[#F00]^▓[#F00]^[#F00]^+++++[#F00]^
  [#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^
+
  [#F00]^▓▓▓▓▓▓▓[#F00]^▓▓▓▓▓▓▓[#F00]^
  [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^[#FFF]
+
  [#F00]^+++++[#F00]^[#F00]^▓[#F00]^[#F00]^+++++[#F00]^
  ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++
+
  ++++++[#F00]^[#F00]^▓[#F00]^[#F00]^++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
  +++++++[#F00]^[#F00]^[#F00]^[#FFF]+++++++
+
  +++++++[#F00]^[#F00]^[#F00]^+++++++
</diagram>
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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 (represented by "x").
 
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 (represented by "x").
<diagram>
+
 
 
       ╔═════════  
 
       ╔═════════  
   ║[@cc0]   [@]║[@c00]  [@]   [@cc0]  [@]
+
   ║  ║xx   ??
   ║[@cc0]   [@]║[@c00] [@]   [@cc0]  [@]
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   ║  ║x   ???
   ║[@cc0]  [@]║  [@090] [@cc0]    [@]    [@c00] [@] Unlikely path
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   ║???║  .????    ? = unpredictable path  
   ║[@cc0]  [@]║  [@090] [@]╔═════   [@cc0] [@] Unpredictable path
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   ║???║  .╔═════
   ║ [@cc0]  [@][@090] [@]       [@090] [@] "Most likely" path
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   ║ ??.         . = ''most likely'' path
   ║  [@090] [@]║[#f0f][@090]g[#@]       [#f0f]g[#] Invader
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   ║  .║g         g = invader
   ║[@c00] [@] [@090] [@] [@c00] [@]║
+
   ║x . x║
   ║[@c00]  [@]   [@c00]  [@]║ 
+
   ║xx   xx║        x = ''unlikely'' detour
 
   ╚═══════╝
 
   ╚═══════╝
</diagram>
+
 
 
Once in a straight hall, anything is possible (represented by "?"), but placing your best (or first) traps on the inside path near "inside" corners (and de-emphasizing outside "dead-end" corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.
 
Once in a straight hall, anything is possible (represented by "?"), but placing your best (or first) traps on the inside path near "inside" corners (and de-emphasizing outside "dead-end" corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.
  
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A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:
 
A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:
<diagram>
+
 
 
           +++
 
           +++
 
  ..........+++
 
  ..........+++
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  .++++++++.
 
  .++++++++.
 
  ..........    A = bait animal  
 
  ..........    A = bait animal  
</diagram>
+
 
 
The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.
 
The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.
  
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====Magma chamber====
 
====Magma chamber====
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-usable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.
+
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-useable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.
  
 
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?
 
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?
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Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well.
 
Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well.
  
You may want to build the bridge and mechanisms out of [[dragonfire]]-safe materials if you are using a dragon.
+
You may want to build the bridge and mechanisms out of [[Fire#Dragonfire|dragonfire-safe]] materials if you are using a dragon.
  
 
You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker.
 
You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker.
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The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day).  Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain.  Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader.
 
The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day).  Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain.  Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader.
  
Bioweapon traps have the potential to be very powerful but should be considered extremely [[fun]], as extracts are capable of multiplication and don't distinguish between friend or foe.  A single bioweapon trap could easily kill all of your dwarves in a season.  Bioweapons never require cleaning or resetting, but won't work on many foes.
+
Bioweapon traps have the potential to be very powerful but should be considered extremely risky, as extracts are capable of multiplication and don't distinguish between friend or foe.  A single bioweapon trap could easily kill all of your dwarves in a season.  Bioweapons never require cleaning or resetting, but won't work on many foes.
  
 
Alternative biotraps are possible.  Using a 'deadly dust' creature rather than its extract is possible, but such interactions have rather short range (2 tiles at least) and may ignore invaders passing by a bit further away. By forcing invaders to walk right next to fortification that separates the beast and invader you can ensure a syndromey greeting to your unwanted guests, but the creature will be vulnerable to enemy archers.  Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: its secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack.  Good luck getting the cage where you want it!
 
Alternative biotraps are possible.  Using a 'deadly dust' creature rather than its extract is possible, but such interactions have rather short range (2 tiles at least) and may ignore invaders passing by a bit further away. By forcing invaders to walk right next to fortification that separates the beast and invader you can ensure a syndromey greeting to your unwanted guests, but the creature will be vulnerable to enemy archers.  Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: its secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack.  Good luck getting the cage where you want it!
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=== Minecarts ===
 
=== Minecarts ===
A [[minecart]], when you think about it, is just a large hunk of metal traveling at a very fast speed in a straight line. Its nature can be used for your advantage.
+
A [[minecart]], while you think about it, is just a large hunk of metal traveling at a very fast speed in a straight line. Its nature can be used for your advantage.
 
==== Minecart grinder ====
 
==== Minecart grinder ====
 
All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough).
 
All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough).
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==== Shotgun ====
 
==== Shotgun ====
Minecarts have the interesting properties of spilling their contents when they hit a solid object like another minecart at high speed. This can be used by filling minecarts with either heavy objects like stones, sharp objects like surplus weapons or simply a lot of them, then sending them down some ramps onto a target. On impact, the contents will continue their way at high speed, dealing damage to anything in the way. You know you want to fill a minecart with !!lignite blocks!! now.
+
Minecarts have the interesting properties of spilling their contents when they hit a solid object like another minecart at high speed. This can be used by filling minecarts with either heavy objects like stones, sharp objects like surplus weapons or simply a lot of them, then sending them down some ramps onto a target. On impact, the contents will continue their way at high speed, dealing damage to anything in the way.
  
 
==== Water/Magma gun ====
 
==== Water/Magma gun ====

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