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Editing v0.34:Bridge

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===Materials===
 
===Materials===
Bridges require number of tiles divided by four, rounded down, plus one ( ⌊Tiles/4⌋+1 ) of material to build.
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Bridges require number of tiles divided by four, rounded down, plus one ( Tiles/4+1 ) of material to build. When choosing materials, they are placed on the list in order of distance. However, neither the closest material, nor the item picked first, nor the majority of material, nor the most expensive material is necessarily the "core" material that will define the color and name of the bridge. The sane man's way to deal with this is to just pick the same material for the entire bridge and be done with it. The others are caught in a testing loop. Help! 
  
The "core" material of the bridge is the ''oldest'' individual building material chosen (i.e. the first item to be created in the fortress or enter the map).{{cite forum|134816}}  
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The "core" material possibly defines how fire resistant a brige is, although this hasn't been tested.{{verify}}  
  
Care should be taken when choosing materials for bridges that will be exposed to [[fire]] or [[magma]]. Bridges built with non-[[magma-safe]] materials will heat up and eventually melt if the center tiles get covered in magma or exposed to fire, whether the bridge is raised, lowered, or even retracted. The ability of a bridge to withstand heat is limited by the ''least'' fire-resistant item involved - a single not-magmaproof building block or mechanism will cause the whole bridge to deconstruct when exposed to sufficient heat. [[Dragonfire]] almost immediately melts bridges made of common stone, but a metal bridge can sustain dragonfire for extended periods of time.
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Care should be taken when choosing materials for bridges that will be exposed to [[fire]] or [[magma]]. Bridges built with non-[[magma-safe]] materials will heat up and eventually melt if the center tiles get covered in magma or exposed to fire, whether the bridge is raised, lowered, or even retracted. [[Dragon]]fire is so hot that it can destroy bridges made of almost any material, but a bridge made of [[adamantine]] can sustain dragonfire for extended periods of time before it melts.
  
 
==Raising and Retracting Bridges==
 
==Raising and Retracting Bridges==
  
All bridges in DF can be either raised or retracted by linking it to a trigger with [[mechanism]]s. This requires a dwarf with the [[mechanics]] labor activated.  
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All bridges in DF can be either raised or retracted by linking it to a trigger with [[mechanism]]s. This requires a [[mechanic's workshop]] and a dwarf with the [[mechanics]] labor activated.  
  
If a bridge is set to retract when a [[lever]] is pulled, the bridge essentially disappears, ''tossing'' anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!). Note that the creatures and objects are "tossed" with a semi-random initial velocity; this can reduce the lethality of pit traps (creatures bouncing off the walls lose the precious momentum that would otherwise result in an unsurvivable splat at the bottom), interfere with the reproducibility of dwarven !!SCIENCE!!, and be [[exploit]]ed as the key mechanic in [[#Coinstar training|coinstar training]].  
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If a bridge is set to retract when the lever is pulled, the bridge essentially disappears, tossing anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).
  
If a bridge is set to raise when a lever is pulled, the bridge will become a [[wall]] along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. When activated, the bridge "raises" very quickly, flinging anything on the bridge into the air, with unpleasant if not always deadly side effects. The resulting wall is always one z-level tall, watertight, and invulnerable to [[building destroyer]]s. Raising "drawbridges" can be used to block fortress entrances and corridors. When lowered, bridges will destroy anything on the underlying tiles. By destroying we mean dwarves, foes, and items will entirely disappear from the game, a rare event which led to the creation of the term [[dwarven atom smasher]].
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If a bridge is set to raise when the lever is pulled, the bridge will become a [[wall]] along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. When activated, the bridge "raises" very quickly, flinging anything on the bridge into the air, with unpleasant if not always deadly side effects. The resulting wall is always one z-level tall, watertight, and invulnerable to [[building destroyer]]s. Raising "drawbridges" can be used to block fortress entrances and corridors. When lowered, bridges will destroy anything on the underlying tiles. By destroying we mean dwarves, foes, and items will entirely disappear from the game, a rare event which led to the creation of the term [[dwarven atom smasher]].
 
 
Any water displaced by a raising bridge is destroyed regardless of how much open space is on each side or above.  Water resting atop a retracting bridge falls straight down as soon as the bridge retracts.
 
  
 
==Notes==
 
==Notes==
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|Will cause a cave-in
 
|Will cause a cave-in
 
|Will '''not''' cause a cave-in
 
|Will '''not''' cause a cave-in
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|Key
 
|-
 
|-
|
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|{{Diagram|spaces=no|
<diagram>
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BBB.
╔═╗[#3:0]▓[#]
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BBBX
║+║[#0:0][@6:0]O[#@]
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BBB.
╚═╝[#3:0]▓[#]
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FFFW
[#2:1].,'[#3:0]▓[#]
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}}
</diagram>
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|{{Diagram|spaces=no|
|
+
BBB.
<diagram>
+
BBBX
╔═╗[#3:0]▓[#]
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BBBW
║+║[#0:0][@6:0]O[#@]
+
FFFW
╚═╝║
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}}
[#2:1]`,.[#]O
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|{{DFtext|B}} Bridge<br>
</diagram>
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{{DFtext|F}} Floor tile<br>
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{{DFtext|W}} Existing wall<br>
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{{DFtext|X}} Wall to be constructed
 
|}
 
|}
  
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A raised bridge cannot be linked to a lever from the inside - the mechanic must be able to access the center tile of the bridge when lowered.
 
A raised bridge cannot be linked to a lever from the inside - the mechanic must be able to access the center tile of the bridge when lowered.
  
If you aren't sure whether or not a 1 tile thick bridge is raised or lowered, try to build a piece of furniture, like a statue, on it. If it says blocked, the bridge is raised, if it says building present, it is lowered. You can also link another (longer) drawbridge to the same lever, to use as a visual indicator of the other bridge's status. Since this takes additional time and mechanisms, this is best reserved for when it's especially important that you know at a glance whether that bridge is blocking things.
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If you aren't sure whether or not a 1 tile thick bridge is raised or lowered, try to build a piece of furniture, like a statue, on it. If it says blocked, the bridge is raised, if it says building present, it is lowered.
  
 
==Uses==
 
==Uses==
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===Waste disposal===
 
===Waste disposal===
Lowering raised bridges can be used as [[waste disposal]] for unwanted stones, [[refuse]], [[goblin]]s (dead or alive), legendary [[cheese]] makers and [[nobles]], to name a few. Even fluids get destroyed. Note, however, that lowering a drawbridge onto a sufficiently large creature (such as a [[forgotten beast]]) simply causes the bridge to deconstruct.
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Lowering raised bridges can be used as [[dwarven atom smasher|waste disposal]] for unwanted stones, [[refuse]], [[goblin]]s (dead or alive), legendary [[cheese]] makers and [[nobles]], to name a few. Even fluids get destroyed. Note, however, that lowering a drawbridge onto a sufficiently large creature (such as a [[forgotten beast]]) simply causes the bridge to deconstruct.
  
 
===[[Trap_design#Bridge_and_drop_traps|Traps]]===
 
===[[Trap_design#Bridge_and_drop_traps|Traps]]===
 
Using two bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing each other, with no space in between.  
 
Using two bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing each other, with no space in between.  
For added effect, place [[pressure plate]]s on both ends to raise the bridge when stepped on, to fling the units. If there is a [[floor]] directly above, they will be stunned. If there is a floor beneath the bridge, and if nobody is on the pressure plate, they will likely be smashed when the bridges come back down. If there is nothing above, they will land rather far away. Bonus points for making them land in a particularly [[Spike#Menacing_spike|nasty spot]].
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For added effect, place [[pressure plate]]s on both ends to raise the bridge when stepped on, to fling the units. If there is a [[floor]] directly above, they will be stunned. If there is a floor beneath the bridge, and if nobody is on the pressure plate, they will likely be smashed when the bridges come back down. If there is no floor beneath the bridge, they will fall, sometimes into something [[water|very,]] [[magma|very]] [[megabeast|bad.]]
If there is no floor beneath the bridge, they will fall, sometimes into something [[water|very,]] [[magma|very]] [[megabeast|bad.]]
 
  
 
===Minecart routing===
 
===Minecart routing===
Lowered/extended bridges "cover" [[Minecart]] track corners constructed or carved underneath, allowing carts to travel in a straight line instead. This can let you change minecart routes via pulling levers.
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[[Minecart]]s can travel along unraised/unretracted bridges as if the bridge was a minecart track. This can let you change minecart routes via pulling levers.
  
 
===[[Cave-in]]s===
 
===[[Cave-in]]s===
 
Since bridges don't support adjoining rock, it is possible to set up a cave-in so that dust can't come up, dwarves can't fall down, and flying creatures can't come up from beneath the cave-in before you set it off. Bridges are also instrumental in [[magma]]-piston applications.
 
Since bridges don't support adjoining rock, it is possible to set up a cave-in so that dust can't come up, dwarves can't fall down, and flying creatures can't come up from beneath the cave-in before you set it off. Bridges are also instrumental in [[magma]]-piston applications.
 
===Improvised ceilings===
 
Building an outdoor structure, such as an [[Archery tower]], requires considerable expense and time. The reduced material requirements make bridges a viable alternative to roofing it up tile by tile. While it'll still be immune to [[Building destroyer]]s, a proper constructed ceiling is superior if you expect it to be exposed to [[Dragon|extreme temperatures]].
 
  
 
===Improvised walls===
 
===Improvised walls===
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===Coinstar training===
 
===Coinstar training===
 
The mechanical "tossing" action of retracting bridges can be used for training [[armor user]] and associated traits by repeatedly flinging small items at the trainee. See [[Danger_room#Coinstar_Room|Danger room]] for more information.
 
The mechanical "tossing" action of retracting bridges can be used for training [[armor user]] and associated traits by repeatedly flinging small items at the trainee. See [[Danger_room#Coinstar_Room|Danger room]] for more information.
Alternatively, this design can be used as a trap: invaders atop a retracting bridge inside a locked room will get thrown around and optionally pummelled with "ammunition" like stones or weapons placed in the room.
 
 
 
  
 
{{buildings}}
 
{{buildings}}

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