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==Manager exercise program==
 
==Manager exercise program==
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{menu icon|o}} - [[File:New work order icon.png|30px]]) and providing a meager office, the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.
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As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) and providing a meager office, the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.
  
 
==Merchant swindles==
 
==Merchant swindles==
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* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.
 
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.
  
* Marking items for [[dump]]ing by cliсking on [[File:Dump option icon.png|30px]] on item or in stocks menu ({{key|k}}), or mass dump mode ({{key|i}}-{{key|p}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.
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* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.
  
 
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.
 
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.
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== Quantum stockpiles ==
 
== Quantum stockpiles ==
 
{{main|Quantum stockpile}}
 
{{main|Quantum stockpile}}
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, and stocktaking at a glance by simply clicking on it.
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A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, and stocktaking at a glance with look {{K|k}}.
  
 
== Building destroyer door ==
 
== Building destroyer door ==
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Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted.  
 
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted.  
  
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time-consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming. As of v50, this no longer works as coin stacks have to be bought back from the trader in full, as there is no option to buy back individual coins. However, melting a full stack of 500 coins will still produce 1.1 bars and can still be used to duplicate metal (including adamantine) as of v50.
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Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time-consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.
  
 
Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.
 
Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.

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