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Difference between revisions of "v0.31:Stupid dwarf trick"
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− | {{quality|Fine|13:08, 22 June 2010 (UTC)}}{{ | + | {{quality|Fine|13:08, 22 June 2010 (UTC)}}{{av}} |
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EDITORS! | EDITORS! | ||
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{{D for Dwarf}} | {{D for Dwarf}} | ||
− | A '''stupid dwarf trick''' is any project that requires a large amount time and effort - often for little or no practical benefit. They exist only as a challenge for experienced players. | + | A '''stupid dwarf trick''' is any project that requires a large amount of time and effort - often for little or no practical benefit. They exist only as a challenge for experienced players. |
==Adventure Mode Fortress== | ==Adventure Mode Fortress== | ||
− | Build a fortress specifically for exploring in | + | 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. |
'''Difficulty:''' The sky's the limit. | '''Difficulty:''' The sky's the limit. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' No direct usefulness in the fort where it's built, but Adamantine weapons and armor can be very useful in Adventurer Mode. In theory, an adventurer can also leave items there which you can use in Dwarf Mode if you reclaim the fort, but in practice there is not really much worth the trouble. |
==Alarm Clock== | ==Alarm Clock== | ||
− | Are your soldiers all sound asleep while blood soaks the walls? No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000! Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes! | + | Are your soldiers all sound asleep, while blood soaks the walls? No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000! Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes! |
'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' Limited. They will sleep through <s>'''anything'''</s> Noise. Although have been known to awaken when drenched in water, only waking up due to thinking it's alcohol, making an Alarm clock not impossible, if carefully prepared. |
+ | |||
+ | ==Alphabet Cages== | ||
+ | [[Image:Cage.gif|right]] | ||
+ | Use captured monsters in cages to spell messages. | ||
+ | |||
+ | '''Difficulty:''' Medium. Vowels are hard to come by. | ||
+ | |||
+ | '''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?) | ||
==Aqueduct Power== | ==Aqueduct Power== | ||
− | If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river. The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your waterwheel without flooding the fort can be | + | If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river. The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your waterwheel without flooding the fort can be [[Fun]]. Diagonal channels make good pressure reducers. |
'''Difficulty:''' High. Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels. | '''Difficulty:''' High. Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels. | ||
Line 38: | Line 46: | ||
'''Usefulness:''' High. As much water and power as you want, wherever you want, whenever you want. | '''Usefulness:''' High. As much water and power as you want, wherever you want, whenever you want. | ||
− | == | + | ==Aquifer Power== |
− | + | Aquifers can be a resource of immense power. If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it. One stream can power a lot of wheel. | |
+ | |||
+ | '''Difficulty:''' High. Anything to do with draining aquifers is very [[Fun]]. | ||
− | ''' | + | '''Usefulness:''' High. The lowly windmill pales in utility compared to a waterwheel. |
− | + | ==Archaeological Excavation== | |
+ | 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. | |
− | |||
− | ''' | + | '''Usefulness:''' Not applicable. |
− | + | *Bonus: A Museum detailing the lives of those early dwarves | |
==Artificial Waterfall== | ==Artificial Waterfall== | ||
− | To keep the waterfall going, you need a | + | To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground. |
+ | |||
+ | '''Difficulty:''' Moderate (Low if there is an aquifer above pouring down). | ||
− | ''' | + | '''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate. |
− | + | *Bonus: Build it in a "Warm" or hotter [[climate]] so it does not freeze. | |
+ | *DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! | ||
+ | *MegaDwarf Bonus: Use [[magma]]. It does not freeze, even in a freezing climate! | ||
+ | *MegaDwarf Bonus EXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently. | ||
− | == | + | ==[[Ballista]] Battery== |
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. | ||
Line 65: | Line 80: | ||
'''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. | ||
+ | |||
+ | ==Bolt Recovery 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. The trick is in separating the stacks of bolts into individual bolts without destroying them, for which EliDupree found this trick: | ||
+ | |||
+ | ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ | ||
+ | ∙++++@∙+++++++++ | ||
+ | ∙+∙∙∙┼∙+++++++++++++++ | ||
+ | ∙+∙g∙┼∙++++++++++++++@ | ||
+ | ∙+∙∙∙┼∙+++++++++++++++ | ||
+ | ∙+++++∙+++++++++ | ||
+ | ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ | ||
+ | |||
+ | The @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) with [[adamantine]] bolts. The @ at the left is a single Perfectly Agile soldier with orders to patrol up and down, with little delays at the top and bottom. The "g" at the left is a goblin standing on a pillar (I pitted it from the z-level above.) | ||
+ | |||
+ | When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves shoot their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves. | ||
+ | |||
+ | '''Difficulty:''' Moderate. The hardest part is getting the marksdwarves to shoot from exactly the right spot. | ||
+ | |||
+ | '''Usefulness:''' High. Even in .18 or worlds generated with high mineral availability, because you can do this to generate [[adamantine]]. | ||
+ | |||
+ | ==Break the Dam== | ||
+ | Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically | ||
+ | |||
+ | '''Difficulty:''' Low | ||
+ | |||
+ | '''Usefulness:''' Instantaneous death to all sieges | ||
+ | |||
+ | SuperDwarf bonus: Do this with magma | ||
==Bridge-a-pult== | ==Bridge-a-pult== | ||
Line 71: | Line 114: | ||
'''Difficulty:''' The hard part is the nasty place they get flung to. | '''Difficulty:''' The hard part is the nasty place they get flung to. | ||
− | '''Usefulness:''' There are | + | '''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining. |
==Dam== | ==Dam== | ||
Build a wall across a riverbed to stop the flow of water. Floodgates optional. | Build a wall across a riverbed to stop the flow of water. Floodgates optional. | ||
− | + | '''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below. But with the bonuses it gets a bit harder. | |
− | + | ||
− | + | '''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system. | |
− | + | *Bonus: Excavate a reservoir and a lower river valley. <br /> | |
+ | *Bonus: Build a control center to control the water flow. <br /> | ||
+ | *Bonus: Draw your entire energy from a power station within. <br /> | ||
+ | *MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma. | ||
− | ''' | + | ==[[Danger room|Danger Room]]== |
+ | A room full of upright spear traps linked to a lever or pressure plate. Teach your dwarves to dodge the pointy sticks! | ||
+ | |||
+ | '''Difficulty''': Low to Medium, depending on how you activate the traps. | ||
+ | |||
+ | '''Usefulness''': High. Trains combat skills very quickly, assuming you don't kill anyone. | ||
+ | |||
+ | '''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears. | ||
+ | |||
+ | *MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew). | ||
+ | *MegaDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now. | ||
==Day Care== | ==Day Care== | ||
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. 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. | A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. 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. | ||
− | '''Difficulty:''' Low | + | '''Difficulty:''' Low (burrows). |
'''Usefulness:''' Low. Protecting the children may be more trouble than it's worth. | '''Usefulness:''' Low. Protecting the children may be more trouble than it's worth. | ||
==Doberman Bomb== | ==Doberman Bomb== | ||
− | Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway. Link this cage to a pressure plate beside it. Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets. The trap actually going off will probably be very bad for your frame rate. | + | Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway. Link this cage to a pressure plate beside it. Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets. The trap actually going off will probably be very bad for your frame rate. |
'''Difficulty:''' Low. | '''Difficulty:''' Low. | ||
'''Usefulness:''' Medium, potentially fortress-saving | '''Usefulness:''' Medium, potentially fortress-saving | ||
+ | |||
+ | *Bonus: Train all dogs inside as war dogs when they mature. | ||
+ | |||
+ | *MegaDwarfBonus: Make it a Bear Trap. | ||
+ | *MegaDwarfBonus: Combine with a drowning chamber and carp trap. | ||
+ | *MegaDwarfBonus: Make it a Rhino Trap. | ||
+ | *SadisticDwarfBonus: Make it a Panda Trap. | ||
+ | *YouHorribleEvilDwarfBonus: Make it a Badger Trap | ||
==Drowning Chamber== | ==Drowning Chamber== | ||
+ | |||
'''Difficulty:''' Moderate. | '''Difficulty:''' Moderate. | ||
− | '''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else. | + | '''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. |
+ | |||
+ | *Bonus: Utilize lava. | ||
+ | |||
+ | *Bonus: Utilize trained fish. | ||
+ | |||
+ | *MegaDwarfBonus: Edit the raw and do both! | ||
− | == | + | ==[[Computing|Dwarfputer]] Complex== |
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves. Hook it up to doors, bridges, and traps. | A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves. Hook it up to doors, bridges, and traps. | ||
'''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 | + | '''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. |
==Dwarven Apartment Complex== | ==Dwarven Apartment Complex== | ||
− | Essentially, one of the many possible | + | Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service. |
'''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. | + | '''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. | ||
+ | |||
+ | ==Dwarven Day Care== | ||
+ | A cruel and unusual attempt at raising a Dwarven super soldier. Constrain a dwarven child (must be one year old to actually eat and drink) in a very small room with an alarmingly high number of animals (dogs seem popular). Have the child fed food and alcohol through ceiling hatches, while he endures 11 years of constant physical and mental trauma as he fights for his life. | ||
+ | |||
+ | Theoretically, if done optimally, when you release the full grown dwarf, he will be an incredibly combat experienced, battle hardened, emotionally desensitized, 12 year old super soldier. Practically, the combat training will be very sporadical and slow and the strain on the child's physical and mental health is enormous. Not to mention that a few weeks of danger room practice will produce much higher and more combat-applicable skills than the whole arduous "day care" process. | ||
+ | |||
+ | '''Difficulty:''' Low to medium to construct, depending on the details of your exact daycare. Achieving any kind of success appears very difficult. | ||
+ | |||
+ | '''Usefulness:''' Considerable, if successful. | ||
+ | |||
+ | *Bonus: name subject "Bane" upon his emergence from the room. | ||
+ | |||
+ | *MegaDwarfBonus: Make several daycares, and mass produce. | ||
+ | |||
+ | *MegaDwarfBonus: Do some experimenting to invent the perfect daycare with the best possible results, then publish your findings on the forum or this page. | ||
+ | |||
+ | ==Dwarven Disco Ball== | ||
+ | Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier. | ||
+ | |||
+ | '''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. | ||
+ | |||
+ | '''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality. | ||
+ | |||
+ | *Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'. | ||
+ | |||
+ | *MegaDwarfBonus: Use lava contained in glass for illumination. | ||
+ | |||
+ | *MegaDwarfBonus: Caged "Dancers". | ||
+ | |||
+ | ==Dwarven Labor Camp (aka Dwarkuta)== | ||
+ | Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities. | ||
+ | |||
+ | *Bonus: Build the giant digging machines. They don't actually have to dig anything. | ||
+ | |||
+ | *MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill. | ||
+ | |||
+ | Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords. | ||
+ | |||
+ | Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp. | ||
+ | |||
+ | Step 3. Rain fire: Use your imagination. Try using magma, if possible. | ||
+ | |||
+ | Step 4. Unleash the horde: Attack! | ||
+ | |||
+ | Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it. | ||
+ | |||
+ | *Bonus: Use a ballista. | ||
+ | |||
+ | Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons. | ||
+ | |||
+ | Step 7. Raise hell: Exactly what it says on the tin. | ||
+ | |||
+ | Step 8. Freedom! | ||
+ | |||
+ | *MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom. | ||
+ | |||
+ | ==Dwarven Refrigerator== | ||
+ | Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. | ||
+ | |||
+ | '''Difficulty:''' Low to Medium | ||
+ | |||
+ | '''Usefulness:''' None except pretty colored barrels | ||
+ | |||
+ | *Bonus: Nether-caps are magma-resistant. Flood your food stocks with magma to keep them safe from vermin and marauders. | ||
+ | |||
+ | ==Emergency Destruct Stairs== | ||
+ | A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it. In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow. Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates. | ||
+ | |||
+ | '''Difficulty:''' Harder than it sounds. | ||
+ | |||
+ | '''Usefulness:''' Sometimes... sometimes they fly. | ||
==Execution Tower== | ==Execution Tower== | ||
Line 128: | Line 272: | ||
'''Difficulty:''' High danger. Will kill your frame rate. | '''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 | + | '''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[Carp]]. |
+ | |||
+ | *Bonus: Use magma. | ||
+ | |||
+ | *MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony. | ||
==Gladiator Arena== | ==Gladiator Arena== | ||
− | Station some soldiers at the bottom of a shallow | + | Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. |
− | '''Difficulty:''' | + | '''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive. (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}). |
− | '''Usefulness:''' | + | '''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought). |
==Glass Ceiling== | ==Glass Ceiling== | ||
− | Sick of having your | + | Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps. |
− | '''Difficulty:''' Medium. Very | + | '''Difficulty:''' Medium. Very gruelling. |
'''Usefulness:''' Low, but potentially fortress-saving. (see above) | '''Usefulness:''' Low, but potentially fortress-saving. (see above) | ||
==Greenhouse== | ==Greenhouse== | ||
− | A | + | 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. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier. |
− | + | *Bonus: Give it a glass floor to allow surface plants even lower down. | |
− | |||
− | + | ==Hammer of [[Armok]]== | |
+ | A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting. | ||
− | '''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 | + | '''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality. |
+ | |||
+ | '''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges. | ||
+ | |||
+ | *Bonus: Cover it with blood. | ||
==Ice tower== | ==Ice tower== | ||
− | Building a huge tower is easy. To make things more | + | Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. |
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. | '''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. | ||
− | '''Usefulness:''' | + | '''Usefulness:''' Depends entirely on you. |
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==Journey to the Center of the Earth== | ==Journey to the Center of the Earth== | ||
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'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here. | '''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here. | ||
− | '''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the | + | '''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[Nobles |Best and Brightest]] for the ship's crew... |
+ | |||
+ | *MegaDwarfBonus: Design it so that it can return OR send all of your nobility on the voyage. | ||
− | == | + | ==Maze== |
− | A maze of twisty little passages, all alike. | + | A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. |
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. | '''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. | ||
− | '''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in | + | '''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]]. |
− | * | + | *Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress. |
+ | *Bonus: Release a live caged [[minotaur]] into the maze. | ||
+ | *MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal]. | ||
==Magma Chamber== | ==Magma Chamber== | ||
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[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. | [http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. | ||
− | '''Difficulty:''' Very high. You need | + | '''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. |
'''Usefulness:''' Marginal. But very cool. | '''Usefulness:''' Marginal. But very cool. | ||
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+ | ==Magma Highway== | ||
+ | Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure. But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down. | ||
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+ | '''Difficulty:''' Medium. Not hard to make, but cutting open a multi-Z magmafall is [[fun]]. | ||
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+ | '''Usefulness:''' Medium. | ||
==Magma Mausoleum== | ==Magma Mausoleum== | ||
− | This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ' |