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:''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 [[trap]]s. 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 design]]'''.  See '''[[trapper]]''' for catching vermin-sized creatures in animal traps.
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:''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 {{l|trap}}s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''{{l|defense guide}}'''. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.  See '''{{l|trapper}}''' for catching vermin-sized creatures in animal traps.
  
  
* For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]].
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* For suggestions on disposing of nobles and other unwanted residents, see {{l|unfortunate accident|unfortunate accident}}.
* For a basic overview of how the different machine parts work and work together, see [[machinery]].
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* For a basic overview of how the different machine parts work and work together, see {{l|machinery|machinery}}.
 
   
 
   
 
:::::'''''Editors & Contributors''' - Please see the discussion page before posting.''
 
:::::'''''Editors & Contributors''' - Please see the discussion page before posting.''
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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, [[bridge]]s and mechanic's traps 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.
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Simple one-tile {{l|trap|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 {{l|door|door}}s, {{l|hatch cover|hatch}}es, {{l|floodgate|floodgate}}s, {{l|bridge|bridge}}s and mechanic's traps to {{l|lever|lever}}s or {{l|pressure plate|pressure plate}}s, along with {{l|machinery|machinery}} to provide the power to run some of the more diabolical designs.  When the trigger is activated, it sends a {{l|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]].)''
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:''(* specifically, the {{l|Trap#Stone-fall_Trap|stone-fall trap}}, {{l|Trap#Weapon_Trap|weapon trap}}, and {{l|Trap#Cage_Trap|cage trap}}.)''
  
 
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.
 
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.
  
 
==Basic traps==
 
==Basic traps==
These are the simple [[trap]]s that are placed by a mechanic. They require one [[mechanism]] but do not require levers or triggers.  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.
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These are the simple {{l|trap|trap}}s that are placed by a mechanic. They require one {{l|mechanism|mechanism}} but do not require levers or triggers.  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===
 
===Stone fall trap===
: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.
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: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 {{l|mechanic|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===
 
===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.  
 
: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.  
  
: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 {{l|crossbow|crossbow}}s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with {{l|ammo|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 indefinitely any creature short of a [[titan]], even trolls and megabeasts. A cage trap never fails, although creatures with the [[creature token|[TRAP_AVOID]]] 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 stockpiles 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 {{l|cage|cage}} can hold indefinitely any creature short of a [[titan]], even trolls and megabeasts. A cage trap never fails, although creatures with the {{L|creature token|[TRAP_AVOID]}} 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 {{l|elephant|elephant}} or {{l|unicorn|unicorn}}, or even {{l|zombie|zombie}}s. 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 {{l|captured creatures}}.
  
 
==Linked traps==
 
==Linked traps==
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.
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These traps require a trigger such as a {{l|pressure plate|pressure plate}} or {{l|lever|lever}}. They will require at least three {{l|mechanisms|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]].
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For a system that repeatedly activates automatically and regularly regardless of enemies, see {{l|Repeater}}.
  
 
===Menacing spikes===
 
===Menacing spikes===
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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Menacing {{l|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.   
  
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.  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."  Pets and merchants/diplomats will probably still get skewered, though.
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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.  You can use {{L|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."  Pets and merchants/diplomats will probably still get skewered, though.
  
 
==Trap strategies==
 
==Trap strategies==
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===Bait animals===
 
===Bait animals===
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 [[zone]] 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. Also known as the "Tar Baby" strategy.
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Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a {{l|restraint}} 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. Also known as the "Tar Baby" strategy.
  
 
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.
 
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.
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===Dropping the Hammer===
 
===Dropping the Hammer===
Lowering [[drawbridge]]s on invaders will [[dwarven atom smasher|crush]] them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including [[wagon]]s and [[elephant]]s, who will not only survive unscathed but also destroy the bridge.
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Lowering {{l|drawbridge|drawbridge}}s on invaders will {{l|dwarven atom smasher|crush}} them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including {{l|wagon}}s and {{l|elephant}}s, 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 [[lever|trigger]], and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash [[invader]]s, unwanted [[immigrants]], bothersome [[nobles]], or simply to destroy your garbage.
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Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway. To prevent enemies with the {{l|Creature token|[BUILDINGDESTROYER]}} tag from wrecking it, you can dig a {{l|channel}} in front of it for protection while it's raised.  Link the drawbridge to a {{l|lever|trigger}}, and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash {{l|invader}}s, unwanted {{l|immigrants}}, bothersome {{l|nobles}}, or simply to destroy your garbage.
  
 
===Intentional cave-in===
 
===Intentional cave-in===
[[Support]]s 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]].
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{{l|Support|Support}}s can be linked to triggers. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional {{l|cave-in|cave-in}}.
 
* Invaders dropped into a pit can be wounded or killed.  
 
* 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.
 
* 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 normally immune).
 
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if normally immune).
* Cave-ins will ''not'' reveal invisible invaders, such as [[ambush]]ers unless it kills them outright, in which case their bodies become visible.
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* Cave-ins will ''not'' reveal invisible invaders, such as {{l|ambush|ambush}}ers 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 [[mechanic]]s and [[mason]]s can reconstruct the setup in peace.
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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 {{l|mechanic|mechanic}}s and {{l|mason|mason}}s can reconstruct the setup in peace.
  
 
==Water traps==
 
==Water traps==
These traps drown, freeze, boil, or wash targets away.  Errors in execution can be quite <s>[[flood|harmful]] to your fortress</s> [[fun]], so use with caution.
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These traps drown, freeze, boil, or wash targets away.  Errors in execution can be quite <s>{{l|flood|harmful}} to your fortress</s> {{l|fun}}, so use with caution.
  
 
===Drown and burn===
 
===Drown and burn===
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A flooding room trap combined with an unextinguishable 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 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 they 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 {{l|framerate}} as they are {{l|goblin|goblins}}. Use with caution, and have the cut-off lever at the ready.
  
 
===Drowning hall===
 
===Drowning hall===
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   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <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]])
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   ->++▼··················▼++->  <tt>▼</tt>  - Down-Ramps (as visible from one level above = see {{l|ramp|ramp}})
 
   ->++▼··················▼++->  <tt>+</tt>  - Floor   
 
   ->++▼··················▼++->  <tt>+</tt>  - Floor   
 
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>·</tt> - Open space  
 
   ░░░░░░░░░░░░░░░░░░░░░░░░░░░░  <tt>·</tt> - Open space  
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     ░░░░░░xx░░░░░░░░xx░░░░░░
 
     ░░░░░░xx░░░░░░░░xx░░░░░░
  
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the in- and open the outflow. You can automate this by using [[pressure plate]]s, or if you want to have more fun, replace the water with [[magma]] (which would require pressure plates and floodgates to be [[magma-safe]]).
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If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the in- and open the outflow. You can automate this by using {{l|pressure plate|pressure plate}}s, or if you want to have more fun, replace the water with {{l|magma|magma}} (which would require pressure plates and floodgates to be {{l|magma-safe|magma-safe}}).
  
 
===Selective smiting tower===
 
===Selective smiting 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]].
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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 {{l|siege}} defense, as each tower component can be linked to a {{l|lever}} and used to wipe out a single invading squad at a time. Note: This may count as a {{l|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 is highly recommended.
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While a {{l|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 is highly recommended.
  
Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. [[Floodgate]]s on the ground close, [[hatch]]es on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out.  
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Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. {{l|Floodgate}}s on the ground close, {{l|hatch}}es on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out.  
  
 
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.
 
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.
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   ·····························  <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]])
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   ->++++++++++++++++++++++++++·  <tt>▼</tt> - Down-Ramps (as visible from one level above = see {{l|ramp|ramp}})
 
   ->++++++++++++++++++++++++++·  <tt>+</tt> - Floor   
 
   ->++++++++++++++++++++++++++·  <tt>+</tt> - Floor   
 
   ░XXXXXXXXXXXXXXXXXXXXXXX░+++·  <tt>·</tt> - Open space  
 
   ░XXXXXXXXXXXXXXXXXXXXXXX░+++·  <tt>·</tt> - Open space  
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   ·····························
 
   ·····························
 
 
Be sure that the reservoir can hold enough water to flush everything out (3 levels should be enough), that it can be automatically or easily refilled quickly, and be advised that flushing your own dwarves can be much [[fun]]. Adjust the height of the chasm depending on how much damage you want to cause to intruders or to [[Unfortunate accident|innocent bystanders]] (7 levels start to do some serious damage).
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Be sure that the reservoir can hold enough water to flush everything out (3 levels should be enough), that it can be automatically or easily refilled quickly, and be advised that flushing your own dwarves can be much [[fun]]. Adjust the height of the chasm depending on how much damage you want to cause to intruders or to [[Unfortunate_accident|innocent bystanders]] (7 levels start to do some serious damage).
  
 
Once flushed, the victims will try a way out (to re-invade the fortress, or to flee). Make sure there are some maintenance-free traps in their way. If you plan to collect goblinite afterwards, have a way to drain the bottom of the trap dry.
 
Once flushed, the victims will try a way out (to re-invade the fortress, or to flee). Make sure there are some maintenance-free traps in their way. If you plan to collect goblinite afterwards, have a way to drain the bottom of the trap dry.
  
 
==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.  
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These traps incinerate targets, or possibly encase them in obsidian.  Magma does not play favorites - read up (again) on {{l|magma|magma}}, and use with ''extreme'' caution. Fire traps are included in this category because magma is often the best method of starting a fire.  
  
 
===Sealed fate===
 
===Sealed fate===
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===Dwarven incinerator===
 
===Dwarven incinerator===
  
Certain minerals such as [[lignite]] and [[graphite]] have an ignition point but no melting point, meaning that once they are set on [[fire]] they will burn for a very long time (about 9-10 months) unless exposed to water or rain. Any item made out of these materials has this property, which can be used to design horrifying fiery death traps.
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Certain minerals such as {{L|lignite}} and {{L|graphite}} have an ignition point but no melting point, meaning that once they are set on {{L|fire}} they will never stop burning. Any item made out of these materials has this property, which can be used to design horrifying fiery death traps.
  
Consider a hallway filled with lignite [[floor grate]]s, which can be built directly on the floor and do not impede the passage of enemies. Pouring [[magma]] on any one of these grates will set it alight, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider [[traffic|restricting access]] to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, [[goblin]]s are just as stupid.
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Consider a hallway filled with lignite {{L|floor grate}}s, which can be built directly on the floor and do not impede the passage of enemies. Pouring {{L|magma}} on any one of these grates will set it alight, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider {{L|traffic|restricting access}} to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, {{L|goblin}}s are just as stupid.
  
 
==Misc trap designs==
 
==Misc trap designs==
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One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.
 
One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.
  
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall [[party]] begins to be measured in goblin blood.
+
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall {{l|party}} begins to be measured in goblin blood.
  
 
*TESTED: This works ''exceedingly'' well.
 
*TESTED: This works ''exceedingly'' well.
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The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.
 
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.
  
A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:
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A more complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:
  
 
           +++
 
           +++
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  ..........    A = bait animal  
 
  ..........    A = bait animal  
  
The goblins are lured in by a [[restraint|restrain]]ed bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.
+
The goblins are lured in by a {{l|restraint|restrain}}ed bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.
  
When building, you will need to [[construction|build]] a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.
+
When building, you will need to {{l|construction|build}} a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.
  
Because the outcome of this fairly complex trap can be easily obtained by just using a retractable bridge,  it qualifies as a [[stupid dwarf trick]].
+
Because the outcome of this fairly complex trap can be easily obtained by just using a retractable bridge,  it qualifies as a {{l|stupid dwarf trick}}.
 
 
===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.
 
 
 
Simple version:
 
+............+  ^ weapon trap 
 
+............+  + floor, your fort on one side; the savage wilds on the other
 
+^^^^^^^^^^^^+  . Pit
 
+............+
 
+............+
 
 
 
Compact version:
 
+#########+    # retractable bridge with pit underneath
 
+#^^^^^^^^+
 
+#^#######+    + floor
 
+#^^^^^^^#+
 
+#######^#+    ^ traps
 
+#^^^^^^^#+
 
══+++═══════
 
  
 
===Land mines===
 
===Land mines===
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]]).  
+
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 {{l|ambush|ambush}}).  
  
 
===Pitfall trap===
 
===Pitfall trap===
Line 345: Line 326:
 
Designed by forum member Fenwah in this thread: http://www.bay12forums.com/smf/index.php?topic=62798.0
 
Designed by forum member Fenwah in this thread: http://www.bay12forums.com/smf/index.php?topic=62798.0
  
This is an extremely effective and nearly maintenance-free way of defending against invading enemies. The simplest design is a straight corridor with a [[hatch]] on either end, triggered by a [[pressure plate]] immediately before it.  A channel is carved under the hatches and the ramp removed.  The corridor is then filled with traps.   
+
This is an extremely effective and nearly maintenance-free way of defending against invading enemies. The simplest design is a straight corridor with a {{L|hatch}} on either end, triggered by a {{L|pressure plate}} immediately before it.  A channel is carved under the hatches and the ramp removed.  The corridor is then filled with traps.   
  
 
  ======================
 
  ======================
  #^ ^^^^^^^^^^^^^^^^ ^#
+
  ¢^ ^^^^^^^^^^^^^^^^ ^¢
 
  ======================
 
  ======================
  
Line 355: Line 336:
 
By setting the pressure plates to be unaffected by citizens, it's easy for them to walk through and collect the remaining goblinite unharmed once the siege ends.  
 
By setting the pressure plates to be unaffected by citizens, it's easy for them to walk through and collect the remaining goblinite unharmed once the siege ends.  
  
Its two main disadvantages are being susceptible to both trap-avoiding creatures and [[building destroyer|Building Destroyers]]. These can be safeguarded by any of the other many usual ways of defending against this type of creature.  It's also possible for a creature to be "stuck" in only the first few tiles of the trap, as they try to escape after taking enough damage, only walking two or three steps into the trap, then immediately turning around and trying to exit, and so only walking past already-triggered traps.  Again, you can get rid of these with your military with no problem.
+
Its two main disadvantages are being susceptible to both trap-avoiding creatures and {{L|building destroyer|Building Destroyers}}. These can be safeguarded by any of the other many usual ways of defending against this type of creature.  It's also possible for a creature to be "stuck" in only the first few tiles of the trap, as they try to escape after taking enough damage, only walking two or three steps into the trap, then immediately turning around and trying to exit, and so only walking past already-triggered traps.  Again, you can get rid of these with your military with no problem.
  
 
Some usage ideas from the thread:
 
Some usage ideas from the thread:
Line 364: Line 345:
 
* Don't fill with traps; instead, carve fortifications into the walls and use the trapped invaders as target practice and training for your archers.
 
* Don't fill with traps; instead, carve fortifications into the walls and use the trapped invaders as target practice and training for your archers.
 
* Don't fill with traps; instead fill with magma at your convenience.
 
* Don't fill with traps; instead fill with magma at your convenience.
* Fill with very weak weapon traps that will only maim the prisoner.  Put an [[dwarven atom smasher|atom smasher]] near the other end that will be triggered as he tries to crawl towards freedom.
+
* Fill with very weak weapon traps that will only maim the prisoner.  Put an {{L|dwarven atom smasher|atom smasher}} near the other end that will be triggered as he tries to crawl towards freedom.
 
* With some effort and design, it could possibly be used as a component in building dwarven logic gates.
 
* With some effort and design, it could possibly be used as a component in building dwarven logic gates.
  
=== Bioweapon Trap ===
+
{{Military v0.31}}
 
 
Some of the underground's nastier creatures are capable of breathing [[syndrome]]-bearing deadly dust.  While such dust can easily spread and lead to the downfall of a fort, more masochistic players may seek ways to weaponize it.  Syndrome-bearing blood may be used similarly, but placement of the trap is a great deal more difficult.
 
 
 
At its simplest, a bioweapon trap is a single tile of syndrome-bearing extract.  It can be placed by moving an item covered in dust to the desired location via stockpiling or dumping, and then pouring a bucket of water over the item, transferring the dust from the item to the tile it sits on.  A simple way to get your dwarves to pour a bucket of water over the item is via designation of a pond zone.
 
 
 
A bioweapon placed underground will quickly be cleaned by any dwarf with the cleaning labor enabled.  Surface bioweapons are more stable.
 
 
 
Any affected creature is likely to carry the contamination with it past the location of the bioweapon.  This can be useful, if you've discovered a particularly interesting extract that you no longer have a way to generate, but it can also be dangerous to the well-being of your fortress.  A pile of extract sitting in 2/7 water will not block pathing, and will simultaneously infect and wash creatures passing through it.  Placement of extract in a damp trench can be difficult, as the water will tend to carry the extract on to the walls, but with persistence, it can be done.  Extract/water combos like this are best placed underground to prevent freezing or evaporation; the presence of mud on the damp tiles will prevent your dwarves from cleaning.
 
 
 
The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day).  Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain.  Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader.
 
 
 
Bioweapon traps have the potential to be very powerful but should be considered extremely risky, as extracts are capable of multiplication and don't distinguish between friend or foe.  A single bioweapon trap could easily kill all of your dwarves in a season.  Bioweapons never require cleaning or resetting, but won't work on many foes.
 
 
 
Alternative biotraps are possible.  Using a 'deadly dust' creature rather than its extract is possible, but impractical, as creatures will not use dust attacks without a path to a target, and the creature will be vulnerable, at the very least, to ranged attacks.  Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: it's secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack.  Good luck getting the cage where you want it!
 
 
 
{{category|Fortress defense}}
 
{{category|Design}}
 
{{category|Traps|*}}
 

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