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Editing v0.34:Stupid dwarf trick

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==Adventure Mode Fortress==
 
==Adventure Mode Fortress==
<!--From older version:
 
EDITORS!
 
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!
 
 
ALSO, be sure to include the following format:
 
 
'''Difficulty:'''
 
 
'''Usefulness:'''
 
 
One (1) blank line between last line of prev subsection and next sub-section title.
 
-->
 
  
 
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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==Altar of Armok==
 
==Altar of Armok==
  
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass "windows." It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok.  
+
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass "windows." It should have magma inside. The altar should be adorned with large obsidian spikes, at it pleases Armok.  
  
 
'''Difficulty:''' Medium, raising with the amount(and respective difficulty) of bonuses you add.
 
'''Difficulty:''' Medium, raising with the amount(and respective difficulty) of bonuses you add.
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'''Usefulness:''' Little to none, except for having a cool altar that you can use to WOW other players.
 
'''Usefulness:''' Little to none, except for having a cool altar that you can use to WOW other players.
  
*Bonus: Guard the altar with a megabeast.
+
*Bonus: Guard the ALTAR with a megabeast.
*Bonus: Cover the altar with blood of a Titan.
+
*Bonus: Cover the ALTAR with blood of a Titan.
**MegaBonus: Cover the altar with blood of a denizen of the HFS.
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**MegaBonus: Cover the ALTAR with blood of a denizen of the HFS.
***ArmokBonus: Build the altar in the HFS.
+
***ArmokBonus: Build the ALTAR in the HFS.
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.
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*MegaBonus: Cover the ALTAR in a temporarily lasting strength inducing extract.
*BerserkBonus: Cover the altar in a nausea-inducing extract.
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*BerserkBonus: Cover the ALTAR in a nausea-inducing extract.
*BloodBonus: Also cover the altar in an extract inducing slow death.
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*BloodBonus: Also cover the ALTAR in a extract inducing slow death.
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.
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**SychronizationBonus: Make it so that a dwarf that goes into contact with the ALTAR dies the moment the strength runs out.
*SacrificialBonus: Sacrifice a dwarf to the altar every day.
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*SacrificialBonus: Sacrifice a dwarf to the ALTAR every day.
**MegaSacrificailBonus: Sacrifice an elf to the altar every day.
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**MegaSacrificailBonus: Sacrifice an elf to the ALTAR every day.
**HistorySacrificialBonus: Sacrifice a human to the altar every day
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**HistorySacrificialBonus: Sacrifice a human to the ALTAR every day
***MegaArmokBonus: Sacrifice all three species to the altar every day!
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***MegaArmokBonus: Sacrifice all three species to the ALTAR every day!
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.
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*MonarchBonus: Build the ALTAR in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.
  
 
==Aqueduct Power==
 
==Aqueduct Power==
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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 update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:
+
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 raises under its victims' feet, flinging enemies away.  
+
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place.  
 
 
Bridges don't fling creatures in any specific direction, apart from "up". So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them.  
 
  
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.
+
'''Difficulty:''' The hard part is the nasty place they get flung to.  
  
 
'''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.
  
===Cat-a-pult===
 
Essentially a Bridge-a-pult, with specific ammo.
 
 
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]<br />
 
 
'''Difficulty''': Very easy, given that you have live cats in your fortress.
 
  
 
==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 an 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 its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're 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.
+
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 its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're 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:''' 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.
 
*Bonus: Add dogs and/or other creatures on lashes to constantly bite and scratch the children, so their attributes will raise due to constant fighting and dodging. When they come of ages, you will have incredibly tough, strong and agile dwarves, but covered in scars and psychologically traumatized.
 
*DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof.
 
*ArmokBonus: Combine this with danger room.
 
  
 
==Doberman Bomb==
 
==Doberman Bomb==
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==[[Drowning chamber]]==
 
==[[Drowning chamber]]==
'''Difficulty:''' Easy to Moderate, depending on design.
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'''Difficulty:''' Moderate.  
  
'''Usefulness:''' Kill goblins, elves, nobles, legendary cheese makers, kobolds or anything you feel like. There are easier and less annoying ways to kill something, but it is all about the satisfaction. Also, build your trade depot in it ! Can prove fun if poorly designed.  
+
'''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.  
  
More info at [[trap design]]
+
*Bonus: Utilize lava.
 
+
*Bonus: Utilize trained fish.
*Bonus: Utilize lava. (Though in retrospect, you should really have used lava beforehand)
+
*MegaDwarfBonus: Edit the raws and do both.
*Bonus: Utilize trained fish. Preferably [[carp]].
 
*DwarfBonus: Automatize your drowning chamber by careful use of pressure plates.
 
*MegaDwarfBonus: Edit the raws and do all three.
 
  
 
==[[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.
 
*Bonus: Use lava.
 
*Bonus: Use lava.
 
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.
 
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.
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'''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.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.
+
'''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
  
'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.
+
'''Usefullness:''' Medium. creates vertical circulation and brings light to lower levels.
  
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).
+
*MegaDwarfBonus: Create a network of self sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)
 
  
 
==Dwarven Disco Ball==
 
==Dwarven Disco Ball==
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'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.
 
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.
 
==Dwarven Machine Gun==
 
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.
 
 
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].
 
 
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.
 
 
*Bonus: Automatically reload minecarts with [[magma]].
 
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.
 
  
 
==Emergency Destruct Stairs==
 
==Emergency Destruct Stairs==
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==Flood the World==
 
==Flood the World==
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).
+
'''Difficulty:''' High danger. Will kill your frame rate.  
  
 
'''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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==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.
**DwarfBonus: Utilize [[obsidian|volcanic glass]].
+
**DwarfBonus: Utilize it [[obsidian|volcanic glass]].
  
 
==Hammer of [[main:armok|Armok]]==
 
==Hammer of [[main:armok|Armok]]==
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*HumanBonus: Dig a moat around your castle.
 
*HumanBonus: Dig a moat around your castle.
 
*MegaHumanBonus: Fill the moat with lava.
 
*MegaHumanBonus: Fill the moat with lava.
*SurfaceDwellerBonus: get the stone for your constructions entirely from open-pit quarries, i.e. by channelling instead of mining.
 
  
 
==Ice tower==
 
==Ice tower==
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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!
 
==single-Lever Emergency Lockdown (LEL)==
 
 
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build 1*(length of your stairwell) bridges (that raise!) on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.
 
 
3*3 stairwell setup:
 
 
{{diagram|1=
 
O[#6ff]╞[#6ff]═[#6ff]╡O
 
[#6ff]╥XXX[#6ff]╥
 
[#6ff]║XXX[#6ff]║
 
[#6ff]╨XXX[#6ff]╨
 
O[#6ff]╞[#6ff]═[#6ff]╡O
 
}}
 
 
 
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)
 
 
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.
 
 
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).
 
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)
 
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.
 
*MegaArmokEntombmentEXTREME+Bonus: "Forget" to pull the lockdown lever before you pull lever number 2.
 
  
 
==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 exactly the same furniture somewhere else will please your nobles just as much.
+
'''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.
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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.
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.
 
**UberTombBonus: Use the statue as a tomb and put their coffins in it.
 
 
*Dwarfbonus: Give the statue magma eyes.
 
*Dwarfbonus: Give the statue magma eyes.
 
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.
 
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.
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* Bonus: Spike a goblin on every trap!
 
* Bonus: Spike a goblin on every trap!
* Megabonus: Spike traders who annoy you on the traps!
 
  
 
==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-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].
+
* 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]].
 
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.
 
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.
 
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.
 
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.
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==Shark Catcher==
 
==Shark Catcher==
 
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.
 
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.
 
 
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.
 
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.
  
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==Zombie Thunderdome==
 
==Zombie Thunderdome==
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!
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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}}
  
===Zombie Shooting Gallery===
 
  
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.
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==single-Lever Emergency Lockdown (LEL)==
  
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.
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The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build 1*(length of your stairwell) bridges (that raise!) on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.
  
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.
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3*3 stairwell setup:
  
{{Category|Design}}
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{{diagram|1=
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O[#6ff]╞[#6ff]═[#6ff]╡O
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[#6ff]╥XXX[#6ff]╥
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[#6ff]║XXX[#6ff]║
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[#6ff]╨XXX[#6ff]╨
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O[#6ff]╞[#6ff]═[#6ff]╡O
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}}
  
<!--From older version:
 
EDITORS!
 
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!
 
  
ALSO, be sure to include the following format:
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'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)
  
'''Difficulty:'''  
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'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.
  
'''Usefulness:'''
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*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).
 
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*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)
One (1) blank line between last line of prev subsection and next sub-section title.
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*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.
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*MegaArmokEntombmentEXTREME+Bonus: "Forget" to pull the lockdown lever before you pull lever number 2.

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