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Difference between revisions of "Trap design"

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(→‎Chasm trap: Fix issue with creatures being able to bypass the pressure place)
(Attempting to update this to the modern version by changing old info and adding icons, I am not good at editing wikis so someone double check if you have time :))
 
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==Introduction==
 
==Introduction==
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.
+
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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===Weapon trap===
 
===Weapon trap===
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps.  
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:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap by clicking on it, and if there's a corpse inside the traps item list, it's jammed. None of the weapons on a jammed trap will function. Therefore, you should scale the lethality and amount of traps based on what you're trying to stop. A hallway filled with ten weak weapon traps (like a single iron mace in each one) can cripple a whole goblin [[siege]] while it might be useless against [[Giant|bigger threats]]. An effective strategy is to put the deadliest traps closest to your fortress and the weaker ones far away for the most comprehensive defense.
  
:Using [[crossbow]]s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]].  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.
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:Using [[crossbow]]s or other projectile weapons in weapon traps avoids the problem of jamming altogether, but they must be kept loaded with [[ammo]].  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.
  
 
===Cage trap===
 
===Cage trap===
: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]].
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: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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For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].
 
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].
  
===Menacing spikes===
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===Upright Weapon / Spike===
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.   
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Upright weapons / spikes are remotely activated traps that can deal massive damage and do not jam, but only damage enemies if they either fall on it or it's activated under them. Like a standard weapon trap, you can place up to 10 weapons inside this trap with the added restriction of only accepting spears and spikes. As they cannot jam, there is no downside other than cost and build time to fill all 10 weapon slots. While they may seem like a great option to place in the hallways of your fort to kill [[Noble|horrible creatures]], these traps do not discriminate. They will inflict piercing damage on whatever is standing on the tile, whether it be friend or foeYou 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.
  
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 (so it's good for nobles).  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.
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Be careful of using "closest materials" when building these traps as your dwarves may select useless wooden training spears instead of your numerous menacing steel spikes.
  
 
==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 it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end.
+
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.
  
+++++++++++░^^░+++++++++++
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            ^^^^
+++++++++++░^^░+++++++++++
+
            ░^^░  
+++++++++++░^^░+++++++++++
+
            ░^^░             Nobody ever said that it had
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ Nobody ever said that it had to end at the river banks.
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            ░^^░               to end at the river banks.
  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~ Building walls along the side allows you to make it longer
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  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~   Building walls along the side
  +++++++++++░^^░+++++++++++  and to fill it with more traps.
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  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~     allows you to make it longer
  +++++++++++░^^░+++++++++++
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  ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~    and give you room for more traps.
+++++++++++░^^░+++++++++++
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            ░^^░              Extra traps cover all possible  
 +
            ░^^░               entry/exit tiles.
 +
            ░^^░  
 +
            ^^^^
  
 
====Maze/Labyrinth====
 
====Maze/Labyrinth====
Mazes not only look cool, they are very effective traps. Essentially, you want 2 entrances to your fort. One for your drawrves and trade caravans, and another for invaders -the maze. Whenever you are under siege, close the entrance for your dwarves. This leaves a long maze that invaders must go through to path into your fort. This allows the entire invading force to be in the maze when you close off the entrance, sealing them in. With the clever use of bridges, you may divert invaders out of the maze and into your traps/military's arms at a rate you can deal with. If your map doesn't have iron, this will greatly increase the amount of iron you'd normally lose when the invading force starts losing and flees. NOTE: Unlike real-life mazes, it's best to create yours with a single winding path from the entrance to the exit. Invaders have clairvoyance and will path directly into your fort. A roof is also necessary, as walls mean nothing if they can be climbed over. If you do put traps in the maze itself, put them near the end as invaders will flee if they start getting torn up by traps. ([[:media:mazedesign.png#MS Paint illustration|MS Paint Illustration]])
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Mazes not only look cool, they are very effective traps. Essentially, you want 2 entrances to your fort. One for your dwarves and trade caravans, and another for invaders the maze. Whenever you are under siege, close the entrance for your dwarves. This leaves a long maze that invaders must go through to path into your fort. This allows the entire invading force to be in the maze when you close off the entrance, sealing them in. With the clever use of bridges, you may divert invaders out of the maze and into your traps/military's arms at a rate you can deal with. If your map doesn't have iron, this will greatly decrease the amount of iron you'd normally lose when the invading force starts losing and flees. NOTE: Unlike real-life mazes, it's best to create yours with a single winding path from the entrance to the exit. Invaders have clairvoyance and will path directly into your fort. A roof is also necessary, as walls mean nothing if they can be climbed over. If you do put traps in the maze itself, put them near the end as invaders will flee if they start getting torn up by traps. ([[:media:mazeexample.png#Example|Example]](note: bridges are down for access), [[:media:mazedesign.png#MS Paint illustration|MS Paint Illustration]])
 +
*I prefer putting my entrance to my maze right below the entrance to my trade depot, then put a bridge over the opening.  If the bridge is down then the access to me depot, bridge raises and the entrance is now the maze.  Simplifies the multistep process given in the picture.  Be sure to have your maze either safe for your own dwarves to walk through or some other method to help out dwarves that are outside at the start of a siege.
  
 
==Trap Designs==
 
==Trap Designs==
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[[gravity|Falling objects]] tend to cause ridiculous injury to creatures below, and what better use for [[wear|worn]] socks than mangling intruders. Mix in some loose [[stone]], poor-quality [[furniture]], and any [[goblinite]] lying around, then bury your enemies under a pile of junk.
 
[[gravity|Falling objects]] tend to cause ridiculous injury to creatures below, and what better use for [[wear|worn]] socks than mangling intruders. Mix in some loose [[stone]], poor-quality [[furniture]], and any [[goblinite]] lying around, then bury your enemies under a pile of junk.
  
A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{k|d}} {{k|b}} {{k|c}} to reclaim the garbage and {{k|d}} {{k|b}} {{k|d}} to have your dwarves haul the junk back to the garbage dumps above. The trap can also be fully automated via [[minecart]].
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A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{Menu icon|i}} {{k|F}} to reclaim the garbage and {{Menu icon|i}} {{k|p}} to have your dwarves haul the junk back to the garbage dumps above. The trap can also be fully automated via [[minecart]].
  
 
====Canceled construction deadfall====
 
====Canceled construction deadfall====
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A flooding room trap combined with an unextinguishable [[fire|burning]] [[lignite]] bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.
 
A flooding room trap combined with an unextinguishable [[fire|burning]] [[lignite]] bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.
  
NOTE: Traps involving large quantities of water turning into [[steam]] are as effective at killing your framerate as are [[goblin|goblins]]. Use with caution, and have the cut-off lever at the ready.
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NOTE: Traps involving large quantities of water turning into [[steam]] are as effective at killing your framerate as they are [[goblin|goblins]]. Use with caution, and have the cut-off lever at the ready.
  
 
====Drowning hall====
 
====Drowning hall====
 
'''Level 0'''
 
'''Level 0'''
  
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>░</tt>  - Wall  
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   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>░</tt>  Wall  
   ->++▼··················▼++->  <tt>-&gt;</tt> - Direction of traffic
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   ->++▼··················▼++->  <tt>-&gt;</tt> Direction of traffic
   ->++▼··················▼++->  <tt>▼</tt>  - Down-Ramps (as visible from one level above = see [[ramp]])
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   ->++▼··················▼++->  <tt>▼</tt>  Down-Ramps (as visible from one level above = see [[ramp]])
   ->++▼··················▼++->  <tt>+</tt>  - Floor   
+
   ->++▼··················▼++->  <tt>+</tt>  Floor   
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>·</tt> - Open space  
+
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>·</tt> Open space  
 
 
 
'''Level -1'''
 
'''Level -1'''
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>X </tt> - Inflow  
+
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>X </tt> Inflow  
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
     ░░▲++▼··▼++++++▼··▼++▲░░  <tt>▲</tt> - Up-Ramps  
+
     ░░▲++▼··▼++++++▼··▼++▲░░  <tt>▲</tt> Up-Ramps  
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
 
     ░░▲++▼··▼++++++▼··▼++▲░░   
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>▼</tt> - Down-Ramps
+
     ░░░░░░XX░░░░░░░░XX░░░░░░  <tt>▼</tt> Down-Ramps
 
 
 
'''Level -2'''
 
'''Level -2'''
     ░░░░░░xx░░░░░░░░xx░░░░░░  <tt>x</tt> - Outflow
+
     ░░░░░░xx░░░░░░░░xx░░░░░░  <tt>x</tt> Outflow
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
 
     ░░░░░▲++▲░░░░░░▲++▲░░░░░
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====Drowning tower====
 
====Drowning tower====
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective [[siege]] defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[stupid dwarf trick#Pressure Washer|stupid dwarf trick]].
+
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective siege defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[stupid dwarf trick#Pressure Washer|stupid dwarf trick]].
  
 
While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended.
 
While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended.
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'''Level 0'''
 
'''Level 0'''
  
   ░░X░░X░X░░X░░  <tt>░</tt> - Wall  
+
   ░░X░░X░X░░X░░  <tt>░</tt> Wall  
   ░+++++░+++++░  <tt>+</tt> - Floor
+
   ░+++++░+++++░  <tt>+</tt> Floor
   X+++++░+++++X  <tt>X</tt> - Floodgate
+
   X+++++░+++++X  <tt>X</tt> Floodgate
   ░+++++░+++++░  <tt>H</tt> - Hatch
+
   ░+++++░+++++░  <tt>H</tt> Hatch
   ░+++++░+++++░  <tt>-</tt> - Water reservoir
+
   ░+++++░+++++░  <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 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.  
+
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 mass murder 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> - Wall  
+
   ·····························  <tt>░</tt> Wall  
   ->++++++++++++++++++++++++++·  <tt>-&gt;</tt> - Direction of traffic
+
   ->++++++++++++++++++++++++++·  <tt>-&gt;</tt> Direction of traffic
   ->++++++++++++++++++++++++++·  <tt>▼</tt> - Down-Ramps (as visible from one level above = see [[ramp]])
+
   ->++++++++++++++++++++++++++·  <tt>▼</tt> Down-Ramps (as visible from one level above = see [[ramp]])
   ->++++++++++++++++++++++++++·  <tt>+</tt> - Floor   
+
   ->++++++++++++++++++++++++++·  <tt>+</tt> Floor   
   ░XXXXXXXXXXXXXXXXXXXXXXX░+++·  <tt>·</tt> - Open space  
+
   ░XXXXXXXXXXXXXXXXXXXXXXX░+++·  <tt>·</tt> Open space  
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>X</tt> - Floodgate OR retracting bridge
+
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>X</tt> Floodgate OR retracting bridge
   ░<nowiki>~~~~~~~~~~~~~~~~~~~~~~~</nowiki>X+++·  <tt>~</tt> - Water
+
   ░<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 - 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.  
+
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.
 +
 +
Note: since version 0.42.05, zombies ''no longer dodge''.
  
 
Simple version:
 
Simple version:
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  ╚═════════╝
 
  ╚═════════╝
 
This design places 3 wooden training spears into each weapon trap, along with a no-quality mechanism.  The traps rarely, if ever, jam or require cleaning.  Even after causing 140 enemies to dodge, in the demo for example, the traps never jam nor do any dwarves attempt to clean them.
 
This design places 3 wooden training spears into each weapon trap, along with a no-quality mechanism.  The traps rarely, if ever, jam or require cleaning.  Even after causing 140 enemies to dodge, in the demo for example, the traps never jam nor do any dwarves attempt to clean them.
 +
 +
Note: as of version 0.43.04, weapons wear as a result of combat – wooden training spears in traps included, and very quickly too.
  
 
===Building destroyer and trapavoid traps===
 
===Building destroyer and trapavoid traps===
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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; 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.
+
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]]. Alternatively, you may instead invest a little more time and create an automated trigger; by placing a minecart on a hatch linked to a [[pressure plate]] or lever, you can avoid the tedium and drop your minecart above your track.  
 
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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==== 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.
 
+
[[ru:Trap design]]
 
{{Category|Traps}}
 
{{Category|Traps}}
 
{{category|Fortress defense}}
 
{{category|Fortress defense}}
 
{{category|Design}}
 
{{category|Design}}

Latest revision as of 12:21, 9 July 2024

This article is about the current version of DF.
Note that some content may still need to be updated.


This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. Trap design focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's traps. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the defense guide. For tips on laying out your architecture to protect your military, see security design. For specific advice on how to get your soldiers prepared for any threat, see military.


For suggestions on disposing of nobles and other unwanted residents, see unfortunate accident.
For a basic overview of how the different machine parts work and work together, see machine component.
For information on catching vermin-sized creatures in animal traps, see trapper.


Introduction[edit]

Simple one-tile traps* 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 doors, hatches, floodgates, and bridges to levers or pressure plates, along with machinery to provide the power to run some of the more diabolical designs. When the trigger is activated, it sends a 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 stone-fall trap, weapon trap, and cage trap.)
  • To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.

Basic traps[edit]

These are the simple traps that are placed by a mechanic. They require one mechanism but do not require levers or pressure plates. They can be a quick, easy and brutally effective "first defense" for a fledgling fortress, but they can also be combined into key parts of more complex set ups. For tips on using these basic traps effectively, see the Trap Strategies section.

Stone fall trap[edit]

This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your mechanic, and add to the depth of your fort's defenses at the same time. Surrounding intersections and stairways is a good way of handling threats that make it inside the fortress, including berserk dwarves.

Weapon trap[edit]

The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap by clicking on it, and if there's a corpse inside the traps item list, it's jammed. None of the weapons on a jammed trap will function. Therefore, you should scale the lethality and amount of traps based on what you're trying to stop. A hallway filled with ten weak weapon traps (like a single iron mace in each one) can cripple a whole goblin siege while it might be useless against bigger threats. An effective strategy is to put the deadliest traps closest to your fortress and the weaker ones far away for the most comprehensive defense.
Using crossbows or other projectile weapons in weapon traps avoids the problem of jamming altogether, but they must be kept loaded with ammo. Mechanics will load them with any ammo that is not forbidden. They will load each until each type of weapon has ten rounds of ammo. Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.

Cage trap[edit]

A very powerful type of trap. Maybe even too powerful – currently, even a wooden or glass cage can hold any creature indefinitely, even trolls and megabeasts. A cage trap never fails, although creatures with the trapavoid tag cannot be captured unless knocked unconscious or webbed first. Use cage traps as your outermost traps to catch the occasional wandering animal, angry wounded elephant or unicorn, or even zombies. Caged animals and enemies will be safely brought to any animal stockpiles you have, but may escape later if you are not careful. For more information, see captured creatures.

Linked traps[edit]

These traps require a trigger such as a pressure plate or lever. They will require at least three mechanisms, one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.

For a system that repeatedly activates automatically and regularly regardless of enemies, see Repeater.

Upright Weapon / Spike[edit]

Upright weapons / spikes are remotely activated traps that can deal massive damage and do not jam, but only damage enemies if they either fall on it or it's activated under them. Like a standard weapon trap, you can place up to 10 weapons inside this trap with the added restriction of only accepting spears and spikes. As they cannot jam, there is no downside other than cost and build time to fill all 10 weapon slots. While they may seem like a great option to place in the hallways of your fort to kill horrible creatures, these traps do not discriminate. They will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe. You can use 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. Pets and merchants/diplomats will probably still get skewered, though.

Be careful of using "closest materials" when building these traps as your dwarves may select useless wooden training spears instead of your numerous menacing steel spikes.

Trap strategies[edit]

These are some basic tricks that can be used with most any trap design, basic or complex.

Bait animals[edit]

Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a restraint or in a 1x1 pen in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back.

Note that this is a horrible method of getting rid of cats, as they will often adopt a dwarf who will then attempt to free the cat. This may lead to the unfortunate situation of Urist McCatlover getting skewered by an ambush party while on his way to free Mr. Baitykins.

Bait furniture[edit]

Building destroyers can be baited by furniture, which they will path to and destroy, if they can. Furniture bait allows you to selectively target building destroyers, to draw them away from other aggressors or to a different trap. This can be useful when, for instance, you'd like to draw a building destroyer like a giant cave spider into a cage trap, but don't want to bother caging all of the other wildlife around it. It can also be useful for trapping monsters with special attacks that you'd rather not see go off, as the building destroyer won't use any special attacks on furniture as it would an animal. For instance, you could use bait furniture to trap a forgotten beast with deadly dust without causing it to spew more contagion.

Bait furniture can be especially effective when used with artifact quality furniture. Artifact furniture cannot be destroyed, but building destroyers will still attempt to path to it, at which point they will ineffectually attempt to destroy the furniture. This makes traps baited with artifact furniture easily reusable.

Trapping efficiently[edit]

Crosshair trapping[edit]

As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife. You may also want a few traps near the edges, to catch the creatures that attempt to go around it.

 +++++++^^^+++++++      legend    
 ++++++++++++++++     stone/wall
 ++++++++++++++++   ^  trap      
 ++++++++++++++++   +  floor     
 ++++++++++++++++                
 ++++++^^^^++++++                
 ^+++++^^^^+++++^                
 ^^^                
 ^+++++^^^^+++++^                
 ++++++^^^^++++++                
 ++++++++++++++++                
 ++++++++++++++++                
 ++++++++++++++++                
 ++++++++++++++++                
 +++++++^^^+++++++                

Inside corner trapping[edit]

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.

                              
                                      
                                      
                    Unlikely path     
              Unpredictable path
                   "Most likely" path
      g          g Invader           
                                      
                                      
                               

Once in a straight hall, anything is possible, but placing your best (or first) traps on the inside path near "inside" corners (and de-emphasizing outside "dead-end" corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.

Pass trapping[edit]

If there are a lot of hills outside, remove most of the ramps, then trap those last few routes. The only way for creatures to get around will be to go through your traps.

░░░░░░░░░░░░░░░░░░
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲   Before
++++++++++++++++++

░░░░░░░░░░░░░░░░░░
+++++++^▲^++++++++   After
+++++++^^^++++++++

Ford trapping[edit]

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 give you room for more traps.
           ░^^░              Extra traps cover all possible  
           ░^^░                entry/exit tiles.
           ░^^░ 
           ^^^^

Maze/Labyrinth[edit]

Mazes not only look cool, they are very effective traps. Essentially, you want 2 entrances to your fort. One for your dwarves and trade caravans, and another for invaders – the maze. Whenever you are under siege, close the entrance for your dwarves. This leaves a long maze that invaders must go through to path into your fort. This allows the entire invading force to be in the maze when you close off the entrance, sealing them in. With the clever use of bridges, you may divert invaders out of the maze and into your traps/military's arms at a rate you can deal with. If your map doesn't have iron, this will greatly decrease the amount of iron you'd normally lose when the invading force starts losing and flees. NOTE: Unlike real-life mazes, it's best to create yours with a single winding path from the entrance to the exit. Invaders have clairvoyance and will path directly into your fort. A roof is also necessary, as walls mean nothing if they can be climbed over. If you do put traps in the maze itself, put them near the end as invaders will flee if they start getting torn up by traps. (Example(note: bridges are down for access), MS Paint Illustration)

  • I prefer putting my entrance to my maze right below the entrance to my trade depot, then put a bridge over the opening. If the bridge is down then the access to me depot, bridge raises and the entrance is now the maze. Simplifies the multistep process given in the picture. Be sure to have your maze either safe for your own dwarves to walk through or some other method to help out dwarves that are outside at the start of a siege.

Trap Designs[edit]

Bridge and drop traps[edit]

Drawbridge trap[edit]

Lowering drawbridges on invaders will crush them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including jabberers and elephants, who will not only survive unscathed but also destroy the bridge.

Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway. Link the drawbridge to a trigger, and whenever you feel like it activate the trap. This can be done with minimal effort and used to smash invaders, unwanted immigrants, bothersome nobles, or simply to destroy your garbage.

Pit trap[edit]

A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish. Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered.

You may also consider linking these bridges to levers for more control, just in case a goblin thief triggers the pressure plate while a caravan is on the bridge. Or, you might consider linking the bridges to a repeater.

Cave-in trap[edit]

Supports can be linked to triggers. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional cave-in.

  • Invaders dropped into a pit can be wounded or killed.
  • Dropping a floor or wall directly onto any creature will instantly kill it, regardless of its size.
  • The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if they possess the TRAPAVOID token).
  • Cave-ins will not reveal invisible invaders, such as ambushers unless it kills them outright, in which case their bodies become visible.

The biggest drawback of this sort of trap is the "reload" process, which can be relatively time consuming. Have a drawbridge that can seal off the work area so your mechanics and masons can reconstruct the setup in peace.

Land mines[edit]

In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement "A section of the cavern has collapsed!", at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an ambush).

More "traditional" landmines also exist, taking advantage of a bug. This involves setting a bridge to be deconstructed, then having this order be cancelled, all done while the bridge is in the down position. The bridge will then let fluids through, which with pressurized magma makes it a potent weapon.

Chasm trap[edit]

The easiest chasm trap is just a platform connected only by a retractable bridge or grate, and supported by a support, very high up or over a very deep hole. The support is connected to a pressure plate on the platform, which is triggered by invaders.

A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:

           +++                         
 ..........+++                         
 .++++++++#+++                         
 .+.     # = retractable bridge 
 .+++++++.         (or grate)         
 .+++.     + = floor