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  • ...our dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and a ...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, [[floodg
    44 KB (6,774 words) - 09:55, 21 December 2022
  • ...built indoors or outdoors on a vacant [[floor]] (natural or constructed). Traps will block the passage of [[caravan]] wagons. ...ncluding your own dwarves. Conscious dwarves do not set off self-triggered traps.
    18 KB (3,151 words) - 04:04, 20 December 2022
  • ...cture to protect your military, see '''[[security design]]'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be ...es every possibility. Fortress layout, military organization and training, traps and more, all contribute to the overall "defense" and survivability of your
    50 KB (8,538 words) - 03:18, 20 December 2022
  • ...ccessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide. ==Traps==
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...a thing in real life, and you can make them a thing in-game too! Use cage traps to capture multiple breeding pairs of [[alligator]]s, [[cave crocodile]]s o ...cs to actually spawn and you want said crocs to actually get caught in the traps. <s>May</s> Will also lead to an explosive and FPS-shattering [[Catsplosion
    96 KB (15,752 words) - 04:01, 20 December 2022
  • ...preparing a standard defense, see the '''[[defense guide]]'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be ...as your "first line of defense"; put them deeper in the entry, behind some traps.
    31 KB (4,730 words) - 03:55, 20 December 2022
  • * Only use cage traps, and either tame the creatures you catch, or release them back into the wil ...are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safet
    84 KB (13,988 words) - 03:49, 20 December 2022
  • Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victi *Bonus: Build different traps in the floors to further entertain your toga-toting dwarves
    63 KB (10,704 words) - 20:24, 15 January 2023
  • ...an then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. ...y are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or (worse) trigger their aggress
    37 KB (6,210 words) - 03:41, 20 December 2022
  • ==Creatures who avoid traps== ...als, along with [[dwarves]], will never trigger traps, so it's safe to put traps right in front of your doorways.
    2 KB (356 words) - 04:04, 20 December 2022
  • ...bor enabled. An animal trap can be made from [[wood]] or [[metal]]. Animal traps are unrelated to other [[trap]]s. To capture [[creature]]-sized animals, a ...ts settings and {{k|b}}lock all items, then {{k|j}} to enable empty animal traps.
    5 KB (847 words) - 14:31, 8 March 2024
  • ...ruction. We are now going to create a Mega Construction with all sorts of traps, and other enjoyable components. If any of you want to see what a really n ===Traps===
    16 KB (2,762 words) - 03:42, 20 December 2022
  • ...n take time and micromanagement, but building a maze (and stuffing it with traps) is a good way to slow invaders down, especially if you get forewarning fro ...eds a 3-tile-wide entrance (preferably a [[road]] where you aren't placing traps to prevent a [[tree]] from growing in the path) so they tend to complicate
    21 KB (3,516 words) - 02:21, 13 January 2023
  • ===Cage traps=== ...h judicious use of [[cage trap]]s. This, of course, involves building cage traps where these animals will walk or fly. Once they are trapped the caged anima
    22 KB (2,895 words) - 03:21, 20 December 2022
  • ...destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertio === Traps ===
    30 KB (4,327 words) - 09:56, 2 January 2023
  • Your aims for the first year are: farming, traps, trade, healthcare (ordered by importance) ==== Traps ====
    16 KB (2,669 words) - 03:54, 20 December 2022
  • :''For information on cage traps, see [[Trap#Cage_Trap|traps]].'' ...le to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liq
    19 KB (3,335 words) - 03:12, 20 December 2022
  • ...omponents''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses). As with any weapon, a total of up to ..._ & comparison|below]]), which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are
    8 KB (1,281 words) - 04:04, 20 December 2022
  • ...but will often frighten civilians; surrounding a butcher's shop with cage traps will help alleviate the problem. In addition, undead appear to retain the t ...s. This property can be exploited in [[trap design]], as no-quality weapon traps will still be lethal to the undead hordes, while typically allowing the hor
    16 KB (2,666 words) - 04:05, 20 December 2022
  • ...oors on them. It is also possible to capture some forgotten beasts in cage traps by using [[giant cave spider]] webs (or similar). .... These can be beaten only with cave-in traps, falling traps, obsidian/ice traps or adamantine weapons. Be sure to post <s>how your fortress ended horribly<
    34 KB (5,130 words) - 17:52, 6 January 2023

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