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Editing v0.34:Stupid dwarf trick
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− | {{ | + | {{quality|Fine|13:08, 22 June 2010 (UTC)}}{{av}} |
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<!--From older version: | <!--From older version: | ||
EDITORS! | EDITORS! | ||
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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 effort - often for little or no practical benefit. They exist | + | A '''stupid dwarf trick''' is any project that requires a large amount of time and effort - often for little or no practical benefit. They exist only as a challenge for experienced players. |
==Adventure Mode Fortress== | ==Adventure Mode Fortress== | ||
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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. | 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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'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?) | '''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?) | ||
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==Aqueduct Power== | ==Aqueduct Power== | ||
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*Bonus: A Museum detailing the lives of those early dwarves | *Bonus: A Museum detailing the lives of those early dwarves | ||
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− | ==Artificial | + | ==Artificial 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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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. | ||
− | '''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. | + | '''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. |
'''Usefulness:''' A complicated and dangerous way to defend a single corridor. Ultimately extremely effective. Sometimes. | '''Usefulness:''' A complicated and dangerous way to defend a single corridor. Ultimately extremely effective. Sometimes. | ||
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==Bolt Splitting Operation== | ==Bolt Splitting Operation== | ||
− | 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 | + | 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 modification 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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==Bridge-a-pult== | ==Bridge-a-pult== | ||
− | A bridge that | + | A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. |
− | + | '''Difficulty:''' The hard part is the nasty place they get flung to. | |
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− | '''Difficulty:''' | ||
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining. | '''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining. | ||
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==Corpse processing facility== | ==Corpse processing facility== | ||
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1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts. | 1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts. | ||
− | 2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with | + | 2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with a artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control it's vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When your ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding. |
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on "accept from links only" so your dwarves only haul out the bones and not the trash. | Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on "accept from links only" so your dwarves only haul out the bones and not the trash. | ||
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'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something 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 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). | ||
− | == | + | ==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. | ||
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'''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. | '''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. | ||
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==Doberman Bomb== | ==Doberman Bomb== | ||
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****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]]. | ****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]]. | ||
− | == | + | ==Drowning Chamber== |
− | '''Difficulty:''' | + | '''Difficulty:''' Moderate. |
− | '''Usefulness:''' | + | '''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else. Just be ready for something that knows how to swim. Also useful for catching fishies. See [[drowning chamber]]. |
− | + | *Bonus: Utilize lava. | |
− | + | *Bonus: Utilize trained fish. | |
− | *Bonus: Utilize lava. | + | *MegaDwarfBonus: Edit the raws and do both. |
− | *Bonus: Utilize trained fish | ||
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− | *MegaDwarfBonus: Edit the raws and do | ||
==[[Computing|Dwarfputer]] Complex== | ==[[Computing|Dwarfputer]] Complex== | ||
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'''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 and architects 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 enter your computer | + | '''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. |
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==Dwarven Apartment Complex== | ==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 | + | 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 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 | + | '''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. | ||
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'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners | '''Difficulty:''' Medium, make sure not to mess up or you will lose your miners | ||
− | ''' | + | '''Usefullness:''' Medium. creates vertical circulation and brings light to lower levels. |
− | + | *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.) | |
− | *MegaDwarfBonus: Create a network of self | ||
==Dwarven Disco Ball== | ==Dwarven Disco Ball== | ||
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'''Difficulty:''' Low to Medium | '''Difficulty:''' Low to Medium | ||
− | '''Usefulness:''' | + | '''Usefulness:''' None except pretty colored barrels |
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==Emergency Destruct Stairs== | ==Emergency Destruct Stairs== | ||
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'''Difficulty:''' Low, but requires a lot 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 lot 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:''' The dragon will quickly deal with any sieges and megabeasts (aside from [[titan]]s), though it will also set the hillside on fire. Also, any protective bridges in front of the fortifications will melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; building the bridges (and mechanisms) from [[adamantine]] (or [[raw adamantine]]) will make them last longer, but '''not''' forever | + | '''Usefulness:''' The dragon will quickly deal with any sieges and megabeasts (aside from [[titan]]s), though it will also set the hillside on fire. Also, any protective bridges in front of the fortifications will melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; building the bridges (and mechanisms) from [[adamantine]] (or [[raw adamantine]]) will make them last longer, but '''not''' forever. Additionally, a skilled enemy archer could easily kill your dragon with a lucky shot. |
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it. | *Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it. | ||
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==Flood the World== | ==Flood the World== | ||
− | '''Difficulty:''' High danger. Will kill your frame rate | + | '''Difficulty:''' High danger. Will kill your frame rate. |
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]]. | '''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]]. | ||
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*MegaArmokBonus: Mod the game and do both. | *MegaArmokBonus: Mod the game and do both. | ||
− | == | + | ==Gladiator Arena== |
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. | ||
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==Greenhouse== | ==Greenhouse== | ||
− | A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe. | + | A [[farming|greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe. |
'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
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*Bonus: Give it a glass floor to allow surface plants even lower down. | *Bonus: Give it a glass floor to allow surface plants even lower down. | ||
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==Hammer of [[main:armok|Armok]]== | ==Hammer of [[main:armok|Armok]]== | ||
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* Bonus: Cover it with blood. | * Bonus: Cover it with blood. | ||
* MegaDwarfBonus: Make it hollow and fill it with Magma | * MegaDwarfBonus: Make it hollow and fill it with Magma | ||
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==Ice tower== | ==Ice tower== | ||
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==Journey to the Center of the Earth== | ==Journey to the Center of the Earth== | ||
− | Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge | + | Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later. |
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time. | '''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time. | ||
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*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein | *MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein | ||
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]! | *YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]! | ||
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*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it! | *OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it! | ||
**OhMyF****ingArmokBonus: Send supplies every year! | **OhMyF****ingArmokBonus: Send supplies every year! | ||
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**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community! | **≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community! | ||
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there! | ***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there! | ||
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==Maze== | ==Maze== | ||
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'''Difficulty:''' High. Requires certain resources from the start, plus lots of setup. And your dwarves tend to erupt into dwarf steam occasionally. | '''Difficulty:''' High. Requires certain resources from the start, plus lots of setup. And your dwarves tend to erupt into dwarf steam occasionally. | ||
− | '''Usefulness:''' None, since an obsidian lined room with | + | '''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much. |
*Bonus: Put the coffin at least 20 floors down. | *Bonus: Put the coffin at least 20 floors down. | ||
*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 | ||
− | == | + | ==Mass Cage Recycling System== |
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− | ''' | + | Build a '''[[Mass pitting]]''' system to recycle your cage trap cages quickly. |
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'''Difficulty:''' Very easy. Requires basic digging and very little time. | '''Difficulty:''' Very easy. Requires basic digging and very little time. | ||
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*ConcentrationCampBonus: Combine with Pit of Doom below. | *ConcentrationCampBonus: Combine with Pit of Doom below. | ||
− | == | + | ==Mega/Water Drowning Trap-Thing== |
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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*Bonus: Make the statue hollow and have dwarves live inside it. | *Bonus: Make the statue hollow and have dwarves live inside it. | ||
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==Moses Effect== | ==Moses Effect== | ||
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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. | ||
− | == | + | ==Never Ending Shower== |
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! | ||
− | It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily | + | It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily. It cleans them and gives them pretty thoughts for the same price! |
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out. | '''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out. | ||
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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! | ||
− | ==[[Obsidian | + | ==[[Obsidian]] factory== |
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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'''Difficulty:''' Low. You want it nice and deep though. | '''Difficulty:''' Low. You want it nice and deep though. | ||
− | '''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally | + | '''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. |
==Pressure Washer== | ==Pressure Washer== | ||
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* Bonus: Spike a goblin on every trap! | * Bonus: Spike a goblin on every trap! | ||
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==Sectorized World== | ==Sectorized World== | ||
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'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier. | '''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier. | ||
− | * DorfBonus: Make it have a timer before your fortress self | + | * DorfBonus: Make it have a timer before your fortress self destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]]. |
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==Steamed Vegetables== | ==Steamed Vegetables== | ||
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*ArmokDoubleBonus: Use [[magma mist]]. | *ArmokDoubleBonus: Use [[magma mist]]. | ||
+ | ==Shark Catcher== | ||
+ | Capture of [[Bull shark|sharks]] or [[Sturgeon|other, 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. | ||
+ | |||
+ | '''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning. | ||
+ | |||
+ | '''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders). | ||
==[[Swimming]] pool== | ==[[Swimming]] pool== | ||
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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. | ||
− | == | + | ==Underground Forest== |
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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*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem | *D.O.S. - '''D'''warf '''O'''perating '''S'''ystem | ||
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers | *D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers | ||
− | *G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform | + | *G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform and '''D'''warf '''O'''perating '''S'''ystem |
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform | *H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform | ||
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly | *M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly | ||
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*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted | *P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted | ||
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist | *U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist | ||
− | *V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves | + | *V.A.C.A.T.E.D.. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves |
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information) | *V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information) | ||
<!-- Feel free to add your own AI names --> | <!-- Feel free to add your own AI names --> | ||
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==Vomitorium== | ==Vomitorium== | ||
− | [[Image:Vomit_Trail.png|thumb|right| | + | [[Image:Vomit_Trail.png|thumb|right|Vomitoriums: preventing cave adaptation since [[23a:Vomit|23a]].]] |
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it. Variant: above-ground statue garden or zoo. | Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it. Variant: above-ground statue garden or zoo. | ||
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*MegaDwarfBonus: Utilize trained fish. | *MegaDwarfBonus: Utilize trained fish. | ||
*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. | ||
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+ | ==Human Fortress== | ||
+ | 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. | ||
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+ | '''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksmen handy! | ||
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+ | '''Usefulness:''' N/A. | ||
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+ | *Bonus: Pave the roads between houses. | ||
+ | *HumanBonus: Dig a moat around your castle. | ||
+ | *MegaHumanBonus: Fill the moat with lava. | ||
==Zombie Thunderdome== | ==Zombie Thunderdome== | ||
− | Embark in | + | Embark in an Evil 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! |
'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
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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. | ||
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{{Category|Design}} | {{Category|Design}} | ||
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