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Editing v0.34:Stupid dwarf trick

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*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.
 
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.
 
*BerserkBonus: Cover the altar in a nausea-inducing extract.
 
*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.
 
**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.
 
*SacrificialBonus: Sacrifice a dwarf to the altar every day.
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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.  
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'''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:
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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:
 
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   ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
 
   ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
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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.
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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.  
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'''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]]
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*Bonus: Utilize lava.
 
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*Bonus: Utilize trained fish.
*Bonus: Utilize lava. (Though in retrospect, you should really have used lava beforehand)
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*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.
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'''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.
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'''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.
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'''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).
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*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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==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).
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'''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.
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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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'''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.
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'''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: 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]].
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* 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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