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Editing Trap design
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− | {{ | + | {{Migrated_article}} |
− | {{Quality| | + | {{Quality|Masterwork|21:15, 28 April 2013 (UTC)}} |
{{av}} | {{av}} | ||
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==Introduction== | ==Introduction== | ||
− | Simple one-tile [[trap]]s* are just that | + | Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile. Complex traps and automation rely on linking [[door]]s, [[hatch cover|hatch]]es, [[floodgate]]s, and [[bridge]]s to [[lever]]s or [[pressure plate]]s, along with machinery to provide the [[power]] to run some of the more diabolical designs. When the trigger is activated, it sends a [[lever|signal]] to the linked device. That signal is not always as simple as '''do it now''', but it's specifically either to '''open''' or to '''close'''. By manipulating what does what and when, and what follows from that, impressive results can be achieved. |
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)'' | :''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)'' | ||
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===Cage trap=== | ===Cage trap=== | ||
− | :A very powerful type of trap. Maybe even too powerful | + | :A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass [[cage]] can hold any creature indefinitely, even [[troll]]s and [[megabeast]]s. A cage trap never fails, although creatures with the [[trapavoid]] tag cannot be captured unless knocked [[unconscious]] or [[Giant cave spider|webbed]] first. Use cage traps as your outermost traps to catch the occasional wandering animal, angry wounded [[elephant]] or [[unicorn]], or even [[zombie]]s. Caged animals and enemies will be safely brought to any animal [[stockpile]]s you have, but may escape later if you are not careful. For more information, see [[captured creatures]]. |
==Linked traps== | ==Linked traps== | ||
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Menacing [[trap component|spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile. Vast forests of these can make any area a killing field. | Menacing [[trap component|spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile. Vast forests of these can make any area a killing field. | ||
− | While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe | + | While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe. You can use [[traffic|traffic designations]] to help somewhat. Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's designated as ''high traffic''. [[Domestic animal|Pets]] and [[Trade|merchants/diplomats]] will probably still get skewered, though. |
==Trap strategies== | ==Trap strategies== | ||
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====Inside corner trapping==== | ====Inside corner trapping==== | ||
− | If the path where you will place your traps has bends, expect the enemy to take the most direct path | + | If the path where you will place your traps has bends, expect the enemy to take the most direct path - it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end. |
<diagram> | <diagram> | ||
╔═════════ | ╔═════════ | ||
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Have a river or any kind of chasm? Construct a floor over it (not a bridge), then build traps over it. Brooks won't work for this, because everything can already walk over the top of a brook. It also won't work as well in winter on a map that freezes. | Have a river or any kind of chasm? Construct a floor over it (not a bridge), then build traps over it. Brooks won't work for this, because everything can already walk over the top of a brook. It also won't work as well in winter on a map that freezes. | ||
− | + | +++++++++++░^^░+++++++++++ | |
− | + | +++++++++++░^^░+++++++++++ | |
− | + | +++++++++++░^^░+++++++++++ | |
− | + | ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ Nobody ever said that it had to end at the river banks. | |
− | ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ | + | ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ Building walls along the side allows you to make it longer |
− | ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ | + | +++++++++++░^^░+++++++++++ and to fill it with more traps. |
− | + | +++++++++++░^^░+++++++++++ | |
− | + | +++++++++++░^^░+++++++++++ | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Trap Designs== | ==Trap Designs== | ||
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=====Chasm trap===== | =====Chasm trap===== | ||
− | The easiest chasm trap is just | + | The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them. |
A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this: | A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this: | ||
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+++ | +++ | ||
..........+++ | ..........+++ | ||
− | .++++++++ | + | .++++++++#+++ |
− | .+╔══════. | + | .+╔══════. # = retractable bridge |
− | .+║++++++. | + | .+║++++++. |
.+║+╔══╗+. + = floor | .+║+╔══╗+. + = floor | ||
− | .+║+ | + | .+║+║A+║+. |
− | .+║+╚═ | + | .+║+╚═+║+. . = open space |
− | .+║+++ | + | .+║+++^║+. |
− | .+╚════╝+. | + | .+╚════╝+. ^ = pressure plate |
.++++++++. | .++++++++. | ||
− | .......... | + | .......... A = bait animal |
</diagram> | </diagram> | ||
The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral. Goblins, bait animal, walls and all plummet into the chasm. | The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral. Goblins, bait animal, walls and all plummet into the chasm. | ||
− | + | When building, you will need to construct a span of floor underneath to place a support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place. | |
− | |||
− | When building, you will need to construct a span of floor underneath to place a support, as bridges do not support constructions (''which is also why you want a bridge | ||
====Falling debris trap==== | ====Falling debris trap==== | ||
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'''Level 0''' | '''Level 0''' | ||
− | ░░░░░░░░░░░░░░░░░░░░░░░░░░░░ <tt>░</tt> | + | ░░░░░░░░░░░░░░░░░░░░░░░░░░░░ <tt>░</tt> - Wall |
− | ->++▼··················▼++-> <tt>-></tt> | + | ->++▼··················▼++-> <tt>-></tt> - Direction of traffic |
− | ->++▼··················▼++-> <tt>▼</tt> | + | ->++▼··················▼++-> <tt>▼</tt> - Down-Ramps (as visible from one level above = see [[ramp]]) |
− | ->++▼··················▼++-> <tt>+</tt> | + | ->++▼··················▼++-> <tt>+</tt> - Floor |
− | ░░░░░░░░░░░░░░░░░░░░░░░░░░░░ <tt>·</tt> | + | ░░░░░░░░░░░░░░░░░░░░░░░░░░░░ <tt>·</tt> - Open space |
'''Level -1''' | '''Level -1''' | ||
− | ░░░░░░XX░░░░░░░░XX░░░░░░ <tt>X </tt> | + | ░░░░░░XX░░░░░░░░XX░░░░░░ <tt>X </tt> - Inflow |
░░▲++▼··▼++++++▼··▼++▲░░ | ░░▲++▼··▼++++++▼··▼++▲░░ | ||
− | ░░▲++▼··▼++++++▼··▼++▲░░ <tt>▲</tt> | + | ░░▲++▼··▼++++++▼··▼++▲░░ <tt>▲</tt> - Up-Ramps |
░░▲++▼··▼++++++▼··▼++▲░░ | ░░▲++▼··▼++++++▼··▼++▲░░ | ||
− | ░░░░░░XX░░░░░░░░XX░░░░░░ <tt>▼</tt> | + | ░░░░░░XX░░░░░░░░XX░░░░░░ <tt>▼</tt> - Down-Ramps |
'''Level -2''' | '''Level -2''' | ||
− | ░░░░░░xx░░░░░░░░xx░░░░░░ <tt>x</tt> | + | ░░░░░░xx░░░░░░░░xx░░░░░░ <tt>x</tt> - Outflow |
░░░░░▲++▲░░░░░░▲++▲░░░░░ | ░░░░░▲++▲░░░░░░▲++▲░░░░░ | ||
░░░░░▲++▲░░░░░░▲++▲░░░░░ | ░░░░░▲++▲░░░░░░▲++▲░░░░░ | ||
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'''Level 0''' | '''Level 0''' | ||
− | ░░X░░X░X░░X░░ <tt>░</tt> | + | ░░X░░X░X░░X░░ <tt>░</tt> - Wall |
− | ░+++++░+++++░ <tt>+</tt> | + | ░+++++░+++++░ <tt>+</tt> - Floor |
− | X+++++░+++++X <tt>X</tt> | + | X+++++░+++++X <tt>X</tt> - Floodgate |
− | ░+++++░+++++░ <tt>H</tt> | + | ░+++++░+++++░ <tt>H</tt> - Hatch |
− | ░+++++░+++++░ <tt>-</tt> | + | ░+++++░+++++░ <tt>-</tt> - Water reservoir |
X+++++░+++++X | X+++++░+++++X | ||
░░░░░░+░░░░░░ | ░░░░░░+░░░░░░ | ||
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====Ice trap==== | ====Ice trap==== | ||
− | Water open to the sky in freezing [[biome]]s will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit | + | Water open to the sky in freezing [[biome]]s will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it. |
Observe in action [http://mkv25.net/dfma/movie-231-degrinchinator here], or a wider version [http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker here]. For more information, see [[User:Vattic/Orcsicle_maker_Explained|these detailed instructions]]. | Observe in action [http://mkv25.net/dfma/movie-231-degrinchinator here], or a wider version [http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker here]. For more information, see [[User:Vattic/Orcsicle_maker_Explained|these detailed instructions]]. | ||
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'''Level 0''' | '''Level 0''' | ||
− | ····························· <tt>░</tt> | + | ····························· <tt>░</tt> - Wall |
− | ->++++++++++++++++++++++++++· <tt>-></tt> | + | ->++++++++++++++++++++++++++· <tt>-></tt> - Direction of traffic |
− | ->++++++++++++++++++++++++++· <tt>▼</tt> | + | ->++++++++++++++++++++++++++· <tt>▼</tt> - Down-Ramps (as visible from one level above = see [[ramp]]) |
− | ->++++++++++++++++++++++++++· <tt>+</tt> | + | ->++++++++++++++++++++++++++· <tt>+</tt> - Floor |
− | ░XXXXXXXXXXXXXXXXXXXXXXX░+++· <tt>·</tt> | + | ░XXXXXXXXXXXXXXXXXXXXXXX░+++· <tt>·</tt> - Open space |
− | ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++· <tt>X</tt> | + | ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++· <tt>X</tt> - Floodgate OR retracting bridge |
− | ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++· <tt>~</tt> | + | ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++· <tt>~</tt> - Water |
░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++· | ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++· | ||
░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++· | ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++· | ||
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===Magma and fire traps=== | ===Magma and fire traps=== | ||
− | These traps incinerate targets, or possibly encase them in [[obsidian]]. Magma does not play favorites | + | These traps incinerate targets, or possibly encase them in [[obsidian]]. Magma does not play favorites - read up (again) on magma, and use with ''extreme'' caution. Fire traps are included in this category because magma is often the best method of starting a fire. |
====Magma chamber==== | ====Magma chamber==== | ||
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====Dodge Me Trap==== | ====Dodge Me Trap==== | ||
Passing over a catwalk of traps, invaders will find themselves dodging into your pit. Since you can seal the pit with bridges, it doesn't complicate access to your fortress while inactive. Beware of dwarves fighting on top of it when active, as they will dodge too. Using weapon traps with a lot of possible hits can make an invader dodge multiple times at once, allowing him to dodge across an open space tile, skipping the pit. This can be dealt with in some variants by the strategic placement of walls and/or by having an incredibly broad pit. Using a low quality mechanism will also force invaders to dodge, as opposed to using a high quality mechanism in the weapon trap, which will cause the weapon trap to actually land hits on the invader. | Passing over a catwalk of traps, invaders will find themselves dodging into your pit. Since you can seal the pit with bridges, it doesn't complicate access to your fortress while inactive. Beware of dwarves fighting on top of it when active, as they will dodge too. Using weapon traps with a lot of possible hits can make an invader dodge multiple times at once, allowing him to dodge across an open space tile, skipping the pit. This can be dealt with in some variants by the strategic placement of walls and/or by having an incredibly broad pit. Using a low quality mechanism will also force invaders to dodge, as opposed to using a high quality mechanism in the weapon trap, which will cause the weapon trap to actually land hits on the invader. | ||
− | |||
− | |||
Simple version: | Simple version: | ||
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+#^^^^^^^#+ | +#^^^^^^^#+ | ||
══+++═══════ | ══+++═══════ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ====Goblin Grinder==== | |
+ | {{diagram|spaces=yes|\ | ||
+ | |||
+ | ═════ | ||
+ | [#FF0]¢[#FF0]^[#F00]^[#00F]^[#00F]¢ | ||
+ | ═════ | ||
+ | }} | ||
+ | |||
+ | In this trap described [http://www.bay12forums.com/smf/index.php?topic=62798.0 here], invaders are constrained to moving back and forth over a weapon trap {{Raw Tile|^|#F00|#000}} by two hatches over channels, {{Raw Tile|¢|#FF0|#000}} and {{Raw Tile|¢|#00F|#000}}, each linked to the pressure plate, {{Raw Tile|^|#FF0|#000}} and {{Raw Tile|^|#00F|#000}}, of the same color. Because the trapped creatures constantly path between the two hatches, a single trap may hit them many, many times. | ||
+ | |||
+ | The ends of the corridor are left open, allowing invaders to rush down the corridor, thinking it is an easy entrance into your fort. When they step on the pressure plate at the end, the hatch raises, exposing the uncrossable channel and blocking the exit. The invader's pathfinding decides to run back the other way, as that is now the only exit. As he reaches the other end, that hatch opens, causing him to run back and forth inside the corridor, unable to escape. As he runs back and forth, the traps grind him into a fine mist with no effort on your part. Creatures will occasionally fall into the pit dug underneath the hatches, but these are easily dealt with such as building a room underneath the channels filled with more traps. | ||
+ | |||
+ | By setting the pressure plates to be untriggerable by citizens, it's easy for them to walk through and collect the remaining goblinite unharmed once the siege ends. | ||
+ | |||
+ | Its two main disadvantages are being susceptible to both trap-avoiding creatures and building destroyers. These can be safeguarded by any of the other many usual ways of defending against this type of creature. It's also possible for a creature to be "stuck" in only the first few tiles of the trap, as they try to escape after taking enough damage, only walking two or three steps into the trap, then immediately turning around and trying to exit, and so only walking past already-triggered traps. Again, you can get rid of these with your military with no problem. | ||
+ | |||
+ | Some usage ideas from the thread: | ||
+ | |||
+ | * Without traps and placing only one pressure plate/hatch combination at the end leading into your fort, it makes a very simple dwarf-only one-way door into your fort. Non dwarves that attempt to enter will be blocked and turn around and take the exit. Alternately a good way of keeping creatures inside an area while allowing dwarf passage. | ||
+ | * With some additional work (details in the thread), it can be built as a repeater system, with a pressure plate inside hooked up to some other device that you want to repeatedly trigger. A pet running back and forth inside attempting to reach its owner or releasing a trapped prisoner and tempting them with freedom in exchange for running back and forth will repeatedly hit the pressure plate inside. | ||
+ | * Similarly, place a pressure plate inside that will link to some other action such as spike traps outside the entrance, impaling invaders waiting for their turn to enter the grinder as their friends run down the corridor. | ||
+ | * Don't fill with traps; instead, carve fortifications into the walls and use the trapped invaders as target practice and training for your archers. | ||
+ | * Don't fill with traps; instead fill with magma at your convenience. | ||
+ | * Fill with very weak weapon traps that will only maim the prisoner. Put an atom smasher near the other end that will be triggered as he tries to crawl towards freedom. | ||
===Building destroyer and trapavoid traps=== | ===Building destroyer and trapavoid traps=== | ||
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====Bioweapon trap==== | ====Bioweapon trap==== | ||
− | Some of the underground's nastier creatures are capable of breathing [[syndrome]]-bearing deadly dust. While such dust can easily spread and lead to a | + | Some of the underground's nastier creatures are capable of breathing [[syndrome]]-bearing deadly dust. While such dust can easily spread and lead to the downfall of a fort, more masochistic players may seek ways to weaponize it. Syndrome-bearing blood may be used similarly, but placement of the trap is a great deal more difficult. |
At its simplest, a bioweapon trap is a single tile of syndrome-bearing extract. It can be placed by moving an item covered in dust to the desired location via stockpiling or dumping, and then pouring a [[bucket]] of water over the item, transferring the dust from the item to the tile it sits on. A simple way to get your dwarves to pour a bucket of water over the item is via designation of a [[activity zone#Pit/Pond|pond]] zone. Alternatively, one can take advantage of the natural tendency of [[User:Uristocrat/Dwarven__Bathtub|dwarven bathtub]]s and simply drag contaminated items through a trench full of shallow water to create a contamination trench. | At its simplest, a bioweapon trap is a single tile of syndrome-bearing extract. It can be placed by moving an item covered in dust to the desired location via stockpiling or dumping, and then pouring a [[bucket]] of water over the item, transferring the dust from the item to the tile it sits on. A simple way to get your dwarves to pour a bucket of water over the item is via designation of a [[activity zone#Pit/Pond|pond]] zone. Alternatively, one can take advantage of the natural tendency of [[User:Uristocrat/Dwarven__Bathtub|dwarven bathtub]]s and simply drag contaminated items through a trench full of shallow water to create a contamination trench. | ||
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=== Animal/Gladiator Traps === | === Animal/Gladiator Traps === | ||
− | War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although this isn't a guarantee | + | War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although, this isn't a guarantee, unarmed goblins are incredibly weak. This trap has a lot more randomness involved than others, so it's more of a novelty than an effective and practical trap. Exotic animals can be much more brutal, so bonus points for catching tigers, bears,(or buying them from elves) or dragons. If you do manage to catch a dragon and tame it, you'll probably want to clear out any other animals, unless they don't mind dragon fire. |
If one of your dwarves has been plagued by [[Vampire|Vampirism]], all the better. Build him/her a nice pit outfitted as barracks, throw in good weapons and armor, and watch as they train themselves nonstop up to Legendary skill in most combat abilities. | If one of your dwarves has been plagued by [[Vampire|Vampirism]], all the better. Build him/her a nice pit outfitted as barracks, throw in good weapons and armor, and watch as they train themselves nonstop up to Legendary skill in most combat abilities. | ||
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All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough). | All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough). | ||
− | Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to "push" and "always". Once a dwarf comes by and pushes it, the minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]] | + | Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to "push" and "always". Once a dwarf comes by and pushes it, the minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]]. |
By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap. | By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap. | ||
Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems. | Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems. | ||
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==== Water/Magma gun ==== | ==== Water/Magma gun ==== | ||
− | Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. First proposed [http://www.bay12forums.com/smf/index.php?topic=114654.0 here], with an updated version [http://www.bay12forums.com/smf/index.php?topic=119831.0 | + | Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. First proposed [http://www.bay12forums.com/smf/index.php?topic=114654.0 here], with an updated version [http://www.bay12forums.com/smf/index.php?topic=119831.0 here]. |
− | |||
− | |||
− | Using [[Magma]] makes the design potentially more [[fun]] | + | Using [[Magma]] makes the design potentially more lethal and certainly more dwarven, and adds the <s>usual dangers</s> [[fun]] of working with this fluid. |
==== Minecart thumper ==== | ==== Minecart thumper ==== | ||
When falling minecarts land on a floor, they injure creatures in the tile below.{{bug|6068}} Add some rollers and a very short track loop to maximize the damage potential. Since the minecart remains physically separated from its targets, it shouldn't jam or jump off track. | When falling minecarts land on a floor, they injure creatures in the tile below.{{bug|6068}} Add some rollers and a very short track loop to maximize the damage potential. Since the minecart remains physically separated from its targets, it shouldn't jam or jump off track. | ||
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{{Category|Traps}} | {{Category|Traps}} | ||
{{category|Fortress defense}} | {{category|Fortress defense}} | ||
{{category|Design}} | {{category|Design}} |