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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.
+
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]].
+
: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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Menacing [[trap component|spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.   
 
Menacing [[trap component|spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.   
  
While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe (so it's good for nobles).  You can use [[traffic|traffic designations]] to help somewhat.  Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's designated as ''high traffic''.  [[Domestic animal|Pets]] and [[Trade|merchants/diplomats]] will probably still get skewered, though.
+
While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe.  You can use [[traffic|traffic designations]] to help somewhat.  Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's designated as ''high traffic''.  [[Domestic animal|Pets]] and [[Trade|merchants/diplomats]] will probably still get skewered, though.
  
 
==Trap strategies==
 
==Trap strategies==
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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.
+
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.
  
            ^^^^
+
+++++++++++░^^░+++++++++++
            ░^^░  
+
+++++++++++░^^░+++++++++++
            ░^^░             Nobody ever said that it had
+
+++++++++++░^^░+++++++++++
            ░^^░               to end at the river banks.
+
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ Nobody ever said that it had to end at the river banks.
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~   Building walls along the side
+
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ Building walls along the side allows you to make it longer
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~     allows you to make it longer
+
  +++++++++++░^^░+++++++++++  and to fill it with more traps.
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~    and give you room for more traps.
+
  +++++++++++░^^░+++++++++++
            ░^^░              Extra traps cover all possible  
+
+++++++++++░^^░+++++++++++
            ░^^░               entry/exit tiles.
 
            ░^^░  
 
            ^^^^
 
 
 
====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]])
 
*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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=====Chasm trap=====
 
=====Chasm trap=====
The easiest chasm trap is just a platform connected only by a retractable bridge or grate, and supported by a [[support]], very high up or over a very deep hole. The support is connected to a pressure plate on the platform, which is triggered by invaders.
+
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.
  
 
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:
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           +++
 
           +++
 
  ..........+++
 
  ..........+++
  .++++++++[#0ff]#[#]+++
+
  .++++++++#+++
  .+╔══════.    [#0ff]#[#] = retractable bridge  
+
  .+╔══════.    # = retractable bridge  
  .+║++++++.         (or grate)
+
  .+║++++++.
 
  .+║+╔══╗+.    + = floor
 
  .+║+╔══╗+.    + = floor
  .+║+║[#0f0]A[#]+║+.
+
  .+║+║A+║+.
  .+║+╚═[#f00]^[#]║+.    . = open space
+
  .+║+╚═+║+.    . = open space
  .+║++++║+.
+
  .+║+++^║+.
  .+╚════╝+.    [#f00]^[#] = pressure plate
+
  .+╚════╝+.    ^ = pressure plate
 
  .++++++++.
 
  .++++++++.
  ..........    [#0f0]A[#] = bait animal  
+
  ..........    A = bait animal  
 
</diagram>
 
</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.
  
Note that to prevent climbers from bypassing the pressure plate, the path between the pressure plate and the animal (at a minimum) should be covered by a floor on the z-level above. You should also avoid placing the pressure plate in a corner that can be bypassed by creatures moving diagonally.
+
When building, you will need to construct a span of floor underneath to place a support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.
 
 
When building, you will need to construct a span of floor underneath to place a support, as bridges do not support constructions (''which is also why you want a bridge or grate as the access, so it will not hold up the trap*''). You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.
 
  
 
====Falling debris trap====
 
====Falling debris trap====
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'''Level 0'''
 
'''Level 0'''
  
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>░</tt>  Wall  
+
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>░</tt>  - Wall  
   ->++▼··················▼++->  <tt>-&gt;</tt> Direction of traffic
+
   ->++▼··················▼++->  <tt>-&gt;</tt> - Direction of traffic
   ->++▼··················▼++->  <tt>▼</tt>  Down-Ramps (as visible from one level above = see [[ramp]])
+
   ->++▼··················▼++->  <tt>▼</tt>  - Down-Ramps (as visible from one level above = see [[ramp]])
   ->++▼··················▼++->  <tt>+</tt>  Floor   
+
   ->++▼··················▼++->  <tt>+</tt>  - Floor   
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>·</tt> Open space  
+
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>·</tt> - Open space  
 
 
 
'''Level -1'''
 
'''Level -1'''
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>X </tt> Inflow  
+
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>X </tt> - Inflow  
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
     ░░▲++▼··▼++++++▼··▼++▲░░  <tt>▲</tt> Up-Ramps  
+
     ░░▲++▼··▼++++++▼··▼++▲░░  <tt>▲</tt> - Up-Ramps  
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>▼</tt> Down-Ramps
+
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>▼</tt> - Down-Ramps
 
 
 
'''Level -2'''
 
'''Level -2'''
     ░░░░░░xx░░░░░░░░xx░░░░░░  <tt>x</tt> Outflow
+
     ░░░░░░xx░░░░░░░░xx░░░░░░  <tt>x</tt> - Outflow
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
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'''Level 0'''
 
'''Level 0'''
  
   ░░X░░X░X░░X░░  <tt>░</tt> Wall  
+
   ░░X░░X░X░░X░░  <tt>░</tt> - Wall  
   ░+++++░+++++░  <tt>+</tt> Floor
+
   ░+++++░+++++░  <tt>+</tt> - Floor
   X+++++░+++++X  <tt>X</tt> Floodgate
+
   X+++++░+++++X  <tt>X</tt> - Floodgate
   ░+++++░+++++░  <tt>H</tt> Hatch
+
   ░+++++░+++++░  <tt>H</tt> - Hatch
   ░+++++░+++++░  <tt>-</tt> Water reservoir
+
   ░+++++░+++++░  <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.  
+
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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====Flusher====
 
====Flusher====
Have a water reservoir to one side of the path the intruders should take, and a deep chasm at the other side. When invaders are on the path, just pull a lever to flush them out- or into the trap-filled corridor leading to the alligator pit.
+
Have a water reservoir to one side of the path the intruders should take, and a deep chasm at the other side. When invaders are on the path, just pull a lever to flush them out.
  
 
A compact version of this can be set up with a reservoir tower and a path circling it:
 
A compact version of this can be set up with a reservoir tower and a path circling it:
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'''Level 0'''
 
'''Level 0'''
  
   ·····························  <tt>░</tt> Wall  
+
   ·····························  <tt>░</tt> - Wall  
   ->++++++++++++++++++++++++++·  <tt>-&gt;</tt> Direction of traffic
+
   ->++++++++++++++++++++++++++·  <tt>-&gt;</tt> - Direction of traffic
   ->++++++++++++++++++++++++++·  <tt>▼</tt> Down-Ramps (as visible from one level above = see [[ramp]])
+
   ->++++++++++++++++++++++++++·  <tt>▼</tt> - Down-Ramps (as visible from one level above = see [[ramp]])
   ->++++++++++++++++++++++++++·  <tt>+</tt> Floor   
+
   ->++++++++++++++++++++++++++·  <tt>+</tt> - Floor   
   ░XXXXXXXXXXXXXXXXXXXXXXX░+++·  <tt>·</tt> Open space  
+
   ░XXXXXXXXXXXXXXXXXXXXXXX░+++·  <tt>·</tt> - Open space  
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>X</tt> Floodgate OR retracting bridge
+
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>X</tt> - Floodgate OR retracting bridge
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>~</tt> Water
+
   ░<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.  
+
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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  +#^^^^^^^#+
 
  +#^^^^^^^#+
 
  ══+++═══════
 
  ══+++═══════
[http://dffd.bay12games.com/file.php?id=11538 Here's an example/demo Dodge Me Trap save (ver 0.42.03)] built atop Magma that demonstrates how effective they can be.  The save shows a 280 enemy siege reduced by 140 Trolls, Goblins, and Beak Dogs, via the following design:
 
╔═════════╗
 
╝·········╚
 
+^·^·^·^·^+
 
╗·^·^·^·^·╔
 
║·········║
 
╚═════════╝
 
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.
+
====Goblin Grinder====
 +
{{diagram|spaces=yes|\
 +
 
 +
═════
 +
[#FF0]¢[#FF0]^[#F00]^[#00F]^[#00F]¢
 +
═════
 +
}}
 +
 
 +
In this trap described [http://www.bay12forums.com/smf/index.php?topic=62798.0 here], invaders are constrained to moving back and forth over a weapon trap {{Raw Tile|^|#F00|#000}} by two hatches over channels, {{Raw Tile|¢|#FF0|#000}} and {{Raw Tile|¢|#00F|#000}}, each linked to the pressure plate, {{Raw Tile|^|#FF0|#000}} and {{Raw Tile|^|#00F|#000}}, of the same color.  Because the trapped creatures constantly path between the two hatches, a single trap may hit them many, many times.
 +
 
 +
The ends of the corridor are left open, allowing invaders to rush down the corridor, thinking it is an easy entrance into your fort.  When they step on the pressure plate at the end, the hatch raises, exposing the uncrossable channel and blocking the exit.  The invader's pathfinding decides to run back the other way, as that is now the only exit.  As he reaches the other end, that hatch opens, causing him to run back and forth inside the corridor, unable to escape.  As he runs back and forth, the traps grind him into a fine mist with no effort on your part.  Creatures will occasionally fall into the pit dug underneath the hatches, but these are easily dealt with such as building a room underneath the channels filled with more traps.
 +
 
 +
By setting the pressure plates to be untriggerable by citizens, it's easy for them to walk through and collect the remaining goblinite unharmed once the siege ends.
 +
 
 +
Its two main disadvantages are being susceptible to both trap-avoiding creatures and building destroyers. These can be safeguarded by any of the other many usual ways of defending against this type of creature.  It's also possible for a creature to be "stuck" in only the first few tiles of the trap, as they try to escape after taking enough damage, only walking two or three steps into the trap, then immediately turning around and trying to exit, and so only walking past already-triggered traps.  Again, you can get rid of these with your military with no problem.
 +
 
 +
Some usage ideas from the thread:
 +
 
 +
* Without traps and placing only one pressure plate/hatch combination at the end leading into your fort, it makes a very simple dwarf-only one-way door into your fort.  Non dwarves that attempt to enter will be blocked and turn around and take the exit. Alternately a good way of keeping creatures inside an area while allowing dwarf passage.
 +
* With some additional work (details in the thread), it can be built as a repeater system, with a pressure plate inside hooked up to some other device that you want to repeatedly trigger.  A pet running back and forth inside attempting to reach its owner or releasing a trapped prisoner and tempting them with freedom in exchange for running back and forth will repeatedly hit the pressure plate inside. 
 +
* Similarly, place a pressure plate inside that will link to some other action such as spike traps outside the entrance, impaling invaders waiting for their turn to enter the grinder as their friends run down the corridor.
 +
* Don't fill with traps; instead, carve fortifications into the walls and use the trapped invaders as target practice and training for your archers.
 +
* Don't fill with traps; instead fill with magma at your convenience.
 +
* Fill with very weak weapon traps that will only maim the prisoner.  Put an atom smasher near the other end that will be triggered as he tries to crawl towards freedom.
  
 
===Building destroyer and trapavoid traps===
 
===Building destroyer and trapavoid traps===
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====Bioweapon trap====
 
====Bioweapon trap====
Some of the underground's nastier creatures are capable of breathing [[syndrome]]-bearing deadly dust.  While such dust can easily spread and lead to a huge amount of [[fun]], more masochistic players may seek ways to weaponize it.  Syndrome-bearing blood may be used similarly, but placement of the trap is a great deal more difficult.
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Some of the underground's nastier creatures are capable of breathing [[syndrome]]-bearing deadly dust.  While such dust can easily spread and lead to the downfall of a fort, more masochistic players may seek ways to weaponize it.  Syndrome-bearing blood may be used similarly, but placement of the trap is a great deal more difficult.
  
 
At its simplest, a bioweapon trap is a single tile of syndrome-bearing extract.  It can be placed by moving an item covered in dust to the desired location via stockpiling or dumping, and then pouring a [[bucket]] of water over the item, transferring the dust from the item to the tile it sits on.  A simple way to get your dwarves to pour a bucket of water over the item is via designation of a [[activity zone#Pit/Pond|pond]] zone.  Alternatively, one can take advantage of the natural tendency of [[User:Uristocrat/Dwarven__Bathtub|dwarven bathtub]]s and simply drag contaminated items through a trench full of shallow water to create a contamination trench.
 
At its simplest, a bioweapon trap is a single tile of syndrome-bearing extract.  It can be placed by moving an item covered in dust to the desired location via stockpiling or dumping, and then pouring a [[bucket]] of water over the item, transferring the dust from the item to the tile it sits on.  A simple way to get your dwarves to pour a bucket of water over the item is via designation of a [[activity zone#Pit/Pond|pond]] zone.  Alternatively, one can take advantage of the natural tendency of [[User:Uristocrat/Dwarven__Bathtub|dwarven bathtub]]s and simply drag contaminated items through a trench full of shallow water to create a contamination trench.
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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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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).
  
Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to "push" and "always". Once a dwarf comes by and pushes it, the minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]]. Alternatively, you may instead invest a little more time and create an automated trigger; by placing a minecart on a hatch linked to a [[pressure plate]] or lever, you can avoid the tedium and drop your minecart above your track.  
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Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to "push" and "always". Once a dwarf comes by and pushes it, the minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]].
 
By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap.
 
By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap.
 
Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems.
 
Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems.
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==== Water/Magma gun ====
 
==== Water/Magma gun ====
Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. First proposed [http://www.bay12forums.com/smf/index.php?topic=114654.0 here], with an updated version [http://www.bay12forums.com/smf/index.php?topic=119831.0 here].
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Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. First proposed [http://www.bay12forums.com/smf/index.php?topic=114654.0 here], with an updated version [http://www.bay12forums.com/smf/index.php?topic=119831.0 here].
 
 
Numerous refinements have been proposed for loading and accelerating the minecarts. One sophisticated example that is both compact and demonstrates speedups is [http://www.bay12forums.com/smf/index.php?topic=153432.msg6545902#msg6545902 here].  
 
  
Using [[Magma]] makes the design potentially more [[fun]] and certainly more dwarven.
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Using [[Magma]] makes the design potentially more lethal and certainly more dwarven, and adds the <s>usual dangers</s> [[fun]] of working with this fluid.
  
 
==== 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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