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{{Quality|Fine}}
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{{Quality|Masterwork|19:26, 25 August 2020 (UTC)}}
 
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'''Difficulty:''' Low.
 
'''Difficulty:''' Low.
  
'''Usefulness:''' Limited.  They'll sleep through <s>'''anything'''</s> the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol. This means an alarm clock is not impossible if carefully prepared.
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'''Usefulness:''' Limited.  They'll sleep through <s>'''anything'''</s> the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol, making an alarm clock is not impossible, if carefully prepared.
  
 
==Alphabet cages==
 
==Alphabet cages==
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'''Difficulty:''' Medium.  Vowels are hard to come by.
 
'''Difficulty:''' Medium.  Vowels are hard to come by.
  
'''Usefulness:''' Absolutely none whatsoever. Even less if using sprites. (Easy reminders in case you're too lazy to use notes?)
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'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)
  
 
==Altar of Armok==
 
==Altar of Armok==
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==Archaeological excavation==
 
==Archaeological excavation==
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (e.g. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode
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A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (i.e. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode
  
 
'''Difficulty:''' As High as you want.
 
'''Difficulty:''' As High as you want.
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==Bolt splitting operation==
 
==Bolt splitting operation==
 
## Note: no longer works due to climbing mechanics ##
 
 
 
 
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 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:
 
{{diagram|spaces=yes|color=#888|\
 
{{diagram|spaces=yes|color=#888|\
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==Day care==
 
==Day care==
A room where you put all your dwarf children so they cannot be kidnapped by snatchers, or get into accidents. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to [[quantum stockpile]] a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, toys, clothing, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like hauling, crop harvesting and deconstruction, and will not level up their skill in miscellaneous professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)
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A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)
  
 
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.
 
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.
  
'''Usefulness:''' Varies, depending on the bonuses built. With v50, children are a lot easier to mentally scar for life, making them prone to fell moods and tantrums, so having a safe form of daycare allows them to grow up into adults whose stress levels are usually easier to manage
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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.
  
*SchoolBonus: Make the daycare a guild hall, and add a highly skilled dwarf and another adult to the burrow. The two will give demonstrations that the kids will occasionally watch, gaining experience in a profession of your choice
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*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.
*OlympicBonus: Build a swimming pool of 4/7 between critical parts of the daycare, so the kids have to go through the water for their everyday tasks, gaining swimming skill and associated stats.
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*DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof.
*ChildSoldierBonus: Make the daycare a barracks, and have your crack squad of dwarves spar and demonstrate there to train up the military skills of your dwarven children
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*ArmokBonus: Combine this with danger room.
  
 
==Doberman bomb==
 
==Doberman bomb==
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*Bonus: Train the dogs inside as war dogs
 
*Bonus: Train the dogs inside as war dogs
 
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed
 
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed
***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, [[jabberer]]s or something really dangerous and rare.  
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***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare.  
****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]]s, [[bronze colossus]]es, [[forgotten beast]]s (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]].
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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 [[Hidden Fun Stuff|Clowns of Hidden Funland]].
  
 
==Drophole==
 
==Drophole==
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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 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 (''bugs, perhaps?'') 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.  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:''' Easy
 
'''Difficulty:''' Easy
  
'''Usefulness:''' Low. Contrary to the description, marksdwarves are more accurate, versatile, and just better. However, if you manage to hit something with this, there's a large chance of it getting stunned and crashing to the ground. Remember, what goes up must come down, wear your helmet Urist!
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'''Usefulness:''' Low, contrary to the description, marksdwarves are more accurate, versatile, and just better. However, if you manage to hit something with this there's a large chance of it getting stunned and crashing to the ground.  
  
 
*Bonus: Use minecarts and pressure plates to make it fully automatic.
 
*Bonus: Use minecarts and pressure plates to make it fully automatic.
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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.
 
*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.
 
*MegaArmokEntombmentEXTREME+Bonus: "Forget" to pull the lockdown lever before you pull lever number 2.
*MegaArmokEntombment<s>'''Bait&Switch'''</s>Diplomatic+Bonus: Set the highest level up on another switch, with a particularly <s>'''demanding and annoying noble'''</s> skilled diplomatic representative is waiting at the very bottom to <s>'''lure'''</s> invite them all down for a nice meal on <s>'''his flesh'''</s> the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand <s>'''sacrificial defense'''</s> diplomatic skills to be immortalized in volcanic glass?
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*MegaArmokEntombment<s>'''Bait&Switch'''</s>Diplomatic+Bonus: Set the highest level up on another switch, with a particularly <s>'''demanding and annoying noble'''</s> skilled diplomatic representative is waiting at the very bottom to <s>'''lure'''</s> invite them all down for a nice meal on <s>'''his flesh'''</s> the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand <s>'''sacrificial defense'''</s> grand diplomatic skills to be immortalized in volcanic glass!!!
**UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, as well as only the highest of quality (and value) memorial slabs.
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**UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, only the highest of quality (and value) memorial slabs.
  
 
==Magma Lock System==
 
==Magma Lock System==
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==Magma access early==
 
==Magma access early==
ASAP from embark, dig down to the magma.<br>
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ASAP from embark, dig down to the magma<br>
Make 2 magma proof pumps,<br>
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make 2 magma proof pumps<br>
make a small (5x5?) room that you can pump magma into and out of and<br>
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make a small (5x5?) room that you can pump magma into and out of<br>
make a stockpile for only iron & steel minecarts in the room.<br>
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make a stockpile for only iron & steel minecarts in the room<br>
Be sure to make enough minecarts to fill the room.<br>
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make enough minecarts to fill the room<br>
Once the room is full of minecarts, seal room and pump it full of magma.<br>
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Once room is full of minecarts, seal room and pump full of magma<br>
Then pump the magma out.<br>
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then pump magma out<br>
Delete the stockpile.<br>
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delete stockpile<br>
Make a new stockpile near your forge/smelt/glass/kiln area.<br>
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make a new stockpile near your forge/smelt/glass/kiln area<br>
Haul minecarts by hand (or magma proof wheelbarrow).<br>
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haul minecarts by hand (or magma proof wheelbarrow)<br>
Use tracks and stops to dump 4 deep magma into shallow pits.<br>
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use tracks and stops to dump 4 deep magma into shallow pits<br>
2 minecart loads per pit. <br>
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2 minecart loads per pit <br>
  
 
'''Difficulty:''' Low.  <br>
 
'''Difficulty:''' Low.  <br>
 
'''Usefulness:''' Very High.  <br>
 
'''Usefulness:''' Very High.  <br>
 
*Bonus: !!Magma Economy By Autumn!!
 
*Bonus: !!Magma Economy By Autumn!!
*ObsidianBonus: Instead of pumping the magma out, drain water from a nearby lake or aquifer cistern onto it to turn it into obsidian. Carve out the minecarts, magma safely still inside, and enjoy the extra obsidian you have. Watch out not to flood the fortress!
 
  
 
==Magma highway==
 
==Magma highway==
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'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.
 
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.
 
==Minecart spiral==
 
Build a giant spiral [[Minecart#Impulse ramps|minecart impulse ramp]] all the way from the [[magma sea]] to the surface. You can use it to transport ores to the [[magma smelter|magma smelters]] at the bottom from [[sedimentary layer|sedimentary layers]] near the surface. You can build [[statues]] in it to prevent dwarves from walking in and [[fun|dying]].
 
 
'''Difficulty:''' Medium-High. You will most likely have to use [[macros]]. Additionally, when crossing caverns you will have to [[construct]] minecart ramps which can be tedious.
 
 
'''Usefulness:''' Medium. It depends on how tall your map is and how much ores you consume.
 
 
*TrapBonus: Use [[bridge|drawbridge]] to guide invaders to the spiral, then [[screw pump|pump]] water into it and drown them.
 
**BetterTrapBonus: Make it [[magma]] instead.
 
*SuperBonus: Make the tower go all the way to the highest [[Z-axis|Z level]].
 
**ArmokBonus: Make it go through the magma sea, and [[HFS|further below]].
 
*Bonus: At the top, set up a system where dwarves can guide minecarts to different vertical shafts where the will fall to different Z levels, for loading. Then, the minecarts fall further down to the smelters, where the empty minecarts are sent back up for loading.
 
**MegaBonus: Divide your dwarves into two separate [[burrows]] connected only by the minecart spiral and the shaft. The higher burrow is in charge of mining, growing food, and operating the minecart system, and the lower burrow is in charge of smelting ores and making crafts.
 
***HyperMegaBonus: Close off all stairs and add a minecart loading and unloading station at every inhabited z level. All vertical transport of goods should be done via minecarts only. Also, dwarves are not allowed in minecarts.
 
****UltraSuperBonus: Build a minecart loading and unloading station at every Z level, even the uninhabited ones you never use.
 
 
==Mist generator==
 
 
Using whatever screw-pump-statue contraption your dwarves can muster up, create an endless mist-generating machine which will hopefully not obliterate your [[Frames_per_second|FPS]].
 
 
'''Difficulty:''' Extremely easy. You will only need a basic understanding of screwpumps and gear assemblies. However, you can scale it to any size or level of complexity. The [[Mist|mist page]] has a handy guide.
 
 
'''Usefulness:''' Borderline cheating. Keeps your dwarves in a state of constant euphoria. Mist does funny things to a dwarf's mind. Also a one-up from artificial waterfalls as they only need to travel a single Z level,  (hopefully) reducing the FPS strain.
 
*Bonus: Build an absolutely horrible fortress with as much [[miasma]] and [[hateable]] vermin that you can fit in one bunker. Keep your dwarves sane with the power of Mist™ alone.
 
**FUNbonus: Build it in a semi-freezing climate instead. Watch as winter rolls by and your dwarves are deprived of their only source of joy. [[Fun]] will surely ensue.
 
 
 
  
 
==Monumental statue==
 
==Monumental statue==
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==Pressure washer==
 
==Pressure washer==
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and instantly submerges anything in the way of the flow. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here].
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A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]
  
 
'''Difficulty:''' Medium, construction technique takes some consideration.  
 
'''Difficulty:''' Medium, construction technique takes some consideration.  
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'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.
 
'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.
  
* Bonus: Fill it with Magma instead (though it won't flow out nearly as quickly).
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* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).
  
 
==Quantum Blizzard Cannon==
 
==Quantum Blizzard Cannon==
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'''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization.
 
'''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization.
 
* Bonus: use [[obsidian]] casting to carve the new fortress entirely out of obsidian.
 
** DwarfBonus: but keep valuable walls such as [[native gold]].
 
*** PurpleDwarfBonus: using controlled [[cave-in]]s, arrange for your king's new room to be entirely bordered by native gold/platinum/aluminium walls.
 
  
 
==Rehabilitation centre==
 
==Rehabilitation centre==
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'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.
 
'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.
  
'''Usefulness:''' Low/None. As of Premium, the lunar phase is permanently affixed to the user interface, making a werewolf clock frankly redundant.
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'''Usefulness:''' Low.
  
 
*Bonus:  Make the werewolf do most of the work himself.
 
*Bonus:  Make the werewolf do most of the work himself.

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