10/7/2023 0 Comments Dwarf fortress bridge pit trapMay be difficult or troublesome to recover anything dropped into the waters below. Requires only some buckets and a water source. A stockpile with give orders can be created at the impact site to help ensure gibs and things to be melted are automatically sent to the correct destinations and not for example hauled back up to surface stockpiles.įill up the room below with water and watch as the invaders drown. Using up/down stairs instead of channeling significantly simplifies construction of long drops and only the first z-level need be channeled to initiate the falling.Ĭonsider dropping victims all the way from the surface to the magma forges for ease of smelting goblinite, such a long fall will guarantee death of the victims and the gibs can be thrown into the magma. All but the first z-level can actually be staircases as a creature which has started to fall will continue to fall unimpeded by staircases. One of the simplest and most reliable ways of ensuring the death of non-flying creatures is a very long drop (at least 20 z-levels but deeper is better). Here you can find some suggestions on its construction: The poor pathetic creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.Īfter your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below, and with all cages directly adjacent to pits, creatures can be dumped in instantly without having to be led around.Ī mass of dwarves will pile into the room, pit the creatures at about the same time, and haul the empty cages off to your empty cage stockpile. Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Dwarves must not be required to haul hostile creatures across any distance or else they can become startled and release the dangerous creature, then free to do as it will.īefore pitting your captives, you may wish to disarm them - depending on what you've built for them to fall into. Variations of this design exist, but they all use the same basic principle - that is, all hostiles in cages must be directly adjacent to a suitable pit. Obviously you can scale the design with more or fewer hatch openings to get a larger or smaller stockpile area in the upper room, but a 6x9 room with 6 hatches in allows you to empty out 48 cages very quickly, without spooking dwarves, which is ample for most players - ymmv. The bottom room, the pit, can look like whatever you want as long as all of the openings you channeled out lead into it from the ceiling. ![]() Should end up looking something like this: See below for some suggestions on what to drop your invaders into.Disable all other animal stockpiles except for one empty-cage-only "animal" stockpile somewhere.This is critical to prevent hostiles from being led around and spooking your civilians. Create one large pit zone that covers all of the openings such that all of them are part of the same pit zone.Place one big animal stockpile over the room such that every tile in the stockpile is adjacent ( orthogonally or diagonally) to one of the hatches.(In experiments this has been shown to help stop normal creatures in 0.40.xx from escaping.) Mark each hatch forbidden and tightly closed to pets ( not "locked").Build floor hatches and place them over all of the openings.In the upper room channel out openings into the lower room which are evenly spaced and exactly 2 tiles away from each other (see image below).Dig out a room and another room, The Pit, of at least the same size directly below it.If in doubt, build the cage manually or have sufficient military hanging around the top stockpile area. The ( highly likely relic, per 0.47) 0.40 behavior is still being investigated. In previous versions, only "thief" type creatures, flyers, or large creatures like titans would escape using this system. Warning: There have been multiple reports of hostile creatures escaping confinement while pitting. ![]() This is safe for most hostiles, but see warnings below. Is a simple design that keeps you from having to build cages before releasing hostile creatures from them. Also called the 'Mass Cage Recycling System'.
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