v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Stupid dwarf trick

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 14: Line 14:
 
{{D for Dwarf}}
 
{{D for Dwarf}}
  
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.  
+
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.  
  
 
==Adventure Mode Fortress==
 
==Adventure Mode Fortress==
  
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.  
+
Build a fortress specifically for exploring in {{L|adventure mode}}. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the {{L|caverns}} or  {{L|hidden fun stuff}} should ensure the fortress is occupied.  
  
 
'''Difficulty:''' The sky's the limit.  
 
'''Difficulty:''' The sky's the limit.  
  
'''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.
+
'''Usefulness:''' Not applicable.
  
 
==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.
Line 40: Line 40:
  
 
==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 [[Fun]].  Diagonal channels make good pressure reducers.  
+
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 {{L|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 49: Line 49:
 
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.
 
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]].
+
'''Difficulty:''' High.  Anything to do with draining aquifers is very {{L|Fun}}.
  
 
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.
 
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.
  
 
==Archaeological Excavation==
 
==Archaeological Excavation==
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (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
+
A Fortress in the Caverns, built by the first dwarf tribes. Built the Fortress however you see fit for those prehistoric Dwarves (i.e. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode
  
 
'''Difficulty:''' As High as you want.
 
'''Difficulty:''' As High as you want.
Line 63: Line 63:
  
 
==Artificial Waterfall==
 
==Artificial Waterfall==
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.
+
To keep the waterfall going, you need a {{L|pump}} stack, preferably powered by a {{L|windmill}} or {{L|water wheel}}. Alternatively, an {{L|aquifer}}, or other limitless water source, makes for a waterfall entirely underground.
  
 
'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).
 
'''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.
+
'''Usefulness:''' Dwarves love {{L|waterfall}}s. Putting a waterfall in your {{L|meeting hall}} will give your dwarves good {{L|thought}}s, although it can significantly lower frame rate.
  
*Bonus: Build it in a "Warm" or hotter [[climate]] so it does not freeze.
+
*Bonus: Build it in a "Warm" or hotter {{L|climate}} so it does not freeze.
 
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year!  
 
*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: Use {{L|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==
+
=={{L|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 92: Line 91:
 
   ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
 
   ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
  
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.)
+
The @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) with {{L|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.
 
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.
Line 98: Line 97:
 
'''Difficulty:''' Moderate.  The hardest part is getting the marksdwarves to shoot from exactly the right spot.
 
'''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]].
+
'''Usefulness:''' High.  Even in .18 or worlds generated with high mineral availability, you can do this to generate {{L|adamantine}}.
  
 
==Break the Dam==
 
==Break the Dam==
Line 106: Line 105:
  
 
'''Usefulness:''' Instantaneous death to all sieges
 
'''Usefulness:''' Instantaneous death to all sieges
 
SuperDwarf bonus: Do this with magma
 
  
 
==Bridge-a-pult==
 
==Bridge-a-pult==
Line 119: Line 116:
 
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.
+
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See {{L|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.
 
'''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.
Line 128: Line 125:
 
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.
 
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.
  
==[[Danger room|Danger Room]]==
+
=={{l|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!
 
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!
  
Line 138: Line 135:
  
 
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).
 
*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.
+
*MegaDwarfBonus: Use {{L|adamantine}} spikes! On the plus side, you have a thriving coffin industry going now.
  
 
==Day Care==
 
==Day Care==
Line 174: Line 171:
 
*MegaDwarfBonus: Edit the raw and do both!
 
*MegaDwarfBonus: Edit the raw and do both!
  
==[[Computing|Dwarfputer]] Complex==
+
=={{L|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.  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.
+
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do<s> and makes them stronger</s> (in 31.25 only military work increases stats, i was really disappointed after 4 years of nonstop pumping only to see weak in urist description).  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 [[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.
+
Essentially, one of the many possible {{L|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 {{L|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.
  
  
Line 190: Line 187:
  
 
Megadwarfbonus: Extend the tower to have levels below ground as well as above.
 
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==
 
==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.
+
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., {{L|ruby|rubies}}, {{L|sapphire}}s, and {{L|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.  
 
'''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.  
Line 213: Line 195:
 
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.
 
'''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'.
+
*Bonus: Alternating {{L|alunite}} and {{L|obsidian}} tiles to make a 'dance floor'.
  
 
*MegaDwarfBonus: Use lava contained in glass for illumination.
 
*MegaDwarfBonus: Use lava contained in glass for illumination.
Line 247: Line 229:
  
 
==Dwarven Refrigerator==
 
==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.  
+
Dig down to the 3rd cavern layer and harvest as many {{L|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
 
'''Difficulty:''' Low to Medium
Line 272: Line 254:
 
'''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 [[Carp]].
+
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic {{L|Carp}}.
  
 
*Bonus: Use magma.
 
*Bonus: Use magma.
Line 279: Line 261:
  
 
==Gladiator Arena==
 
==Gladiator Arena==
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.
+
Station some soldiers at the bottom of a shallow {{L|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:''' 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}}).
+
'''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|h}} to hide the cage and its contents, then going to {{k|z}}-Stocks-Weapons, finding the '''H'''idden weapon and marking it for '''D'''umping (and unforbidding it), then using {{k|d}}-{{k|b}}-{{k|H}} to un-hide everything.)
  
'''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).
+
'''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 {{l|Fun}} if their armor isn't as good as you thought).
  
 
==Glass Ceiling==
 
==Glass Ceiling==
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.
+
Sick of having your dwarfs 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 gruelling.
+
'''Difficulty:''' Medium. Very grueling.
  
 
'''Usefulness:''' Low, but potentially fortress-saving. (see above)
 
'''Usefulness:''' Low, but potentially fortress-saving. (see above)
  
 
==Greenhouse==
 
==Greenhouse==
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.
+
A {{L|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:''' 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.
+
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, {{L|sun berry|sun berries}} can be brewed into valuable {{L|Sunshine}}, and {{L|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.
 
*Bonus: Give it a glass floor to allow surface plants even lower down.
  
==Hammer of [[Armok]]==
+
==Hammer of {{L|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.
 
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.
  
Line 312: Line 294:
 
==Ice tower==
 
==Ice tower==
  
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]].  
+
Building a huge tower is easy. To make things more {{L|fun}}, make one out of some exotic material, like {{L|glass}}, {{L|ice}}, {{L|gold}}, or {{L|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.  
Line 324: Line 306:
 
'''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 [[Nobles |Best and Brightest]] for the ship's crew...
+
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the {{L|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.
 
*MegaDwarfBonus: Design it so that it can return OR send all of your nobility on the voyage.
Line 330: Line 312:
 
==Maze==
 
==Maze==
  
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.  
+
A maze of twisty little passages, all alike. {{L|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 [[adventure mode]].
+
'''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 {{L|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: Generate a world with large mountain {{L|cave}}s. Instead of using the labyrinth as your backdoor, use it as your fortress.
*Bonus: Release a live caged [[minotaur]] into the maze.
+
*Bonus: Release a live caged {{L|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==
Line 348: Line 329:
 
[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 [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction.  
+
'''Difficulty:''' Very high. You need {{L|metal}} (or {{L|glass}}) {{L|screw pump}}s to make it work, {{L|magma-safe}} floodgates and mechanisms, plus a big above-ground construction.  
  
 
'''Usefulness:''' Marginal. But very cool.
 
'''Usefulness:''' Marginal. But very cool.
Line 355: Line 336:
 
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.
 
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.
  
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is [[fun]].
+
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is {{L|fun}}.
  
 
'''Usefulness:'''  Medium.
 
'''Usefulness:'''  Medium.
Line 371: Line 352:
 
==Mass Cage Recycling System==
 
==Mass Cage Recycling System==
  
Build a '''[[Mass pitting]]''' system to recycle your cage trap cages quickly.
+
Build a '''{{L|Mass pitting}}''' system to recycle your cage trap cages quickly.
  
 
'''Difficulty:''' Very easy. Requires basic digging and very little time.
 
'''Difficulty:''' Very easy. Requires basic digging and very little time.
Line 399: Line 380:
 
'''Difficulty:''' Surprisingly easy.  
 
'''Difficulty:''' Surprisingly easy.  
  
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.
+
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an {{L|Aquifer}}, although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.
  
==[[Obsidian]] factory==
+
=={{L|Obsidian}} factory==
 
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.
 
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.
  
 
'''Difficulty:''' Medium.  
 
'''Difficulty:''' Medium.  
  
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.
+
'''Usefulness:''' Obsidian is 50% more valuable than {{L|flux}} and 3 times as valuable as ordinary stone, making it ideal for your {{L|mason}}s and {{L|stone crafter}}s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.
  
 
==Pit o' Doom==
 
==Pit o' Doom==
Line 450: Line 431:
  
 
==Self Destruct Lever==
 
==Self Destruct Lever==
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]].  
+
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single {{L|support}}.  
  
 
'''Difficulty:''' Very high. Extremely fun.  
 
'''Difficulty:''' Very high. Extremely fun.  
Line 456: Line 437:
 
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.
 
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.
  
==[[Swimming]] pool==
+
=={{L|Swimming}} pool==
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill.  
+
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain {{L|swimming}} skill.  
  
 
'''Difficulty:''' Low. It's just a pair of reservoirs.  
 
'''Difficulty:''' Low. It's just a pair of reservoirs.  
Line 493: Line 474:
 
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.
 
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.
  
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her.  
+
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her.  
  
 
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).
 
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).
 
Alternately, you may use a vampire dwarf, which saves the need for an alarm (as they do not sleep), as well as the food stockpile.
 
  
 
You must also make a snazzy/lame acronym name for your AI, here are some examples:  
 
You must also make a snazzy/lame acronym name for your AI, here are some examples:  
Line 512: Line 491:
 
<li>G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform and '''D'''warf '''O'''perating '''S'''ystem
 
<li>G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform and '''D'''warf '''O'''perating '''S'''ystem
 
<li>P.O.A.T.O.    '''P'''ossibly '''O'''rganic '''A'''live '''T'''rash '''O'''mitted
 
<li>P.O.A.T.O.    '''P'''ossibly '''O'''rganic '''A'''live '''T'''rash '''O'''mitted
<li>D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem
 
 
<!-- Feel free to add your own AI names -->
 
<!-- Feel free to add your own AI names -->
 
</ul>
 
</ul>
Line 529: Line 507:
  
 
==Vomitorium==
 
==Vomitorium==
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.
+
Prevents {{L|cave adaptation}}. It's like the greenhouse, only instead of a farm, it's a {{L|meeting hall}} or {{L|barracks}}. Since you can't build {{L|table}}s or {{L|bed}}s outside, build the room and {{L|channel}} down to it.  Variant: above-ground statue garden or zoo.
  
 
'''Difficulty:''' Low.  
 
'''Difficulty:''' Low.  
  
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very [[Fun]] once [[goblin]] archers become involved.
+
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very {{L|Fun}} once {{L|goblin}} archers become involved.
  
 
==Watervator==
 
==Watervator==
Line 543: Line 521:
  
 
*MegaDwarfBonus:Utilize trained fish.
 
*MegaDwarfBonus:Utilize trained fish.
 
 
{{Category|Design}}
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: