![]() ![]() You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. On embark, buying things which are stored in barrels gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen meat which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat you get another two free barrels from the 15 units of randomly chosen fish. Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available.Īnd we'll throw in the barrel or bag for free Main article: Water wheel § Perpetual motionĪ screw pump requires 10 power to move water a water wheel supplies 100 power if it's got water moving it. They will become very angry if you do, so never open the door once they are on the brink of death. You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want.You can even take clothing and equipment off merchant and guards this way. Just reclaim the items from your garbage dump zone later. Marking items for dumping, using view creature mode ( v), the stocks menu ( z), items in room mode ( t), or mass dump mode ( d)-( b)-( d) then marking the entire depot, lets you relieve merchants of their goods.Tearing down the trade depot while the merchants are there is the easiest way to seize all merchant goods at once.Seizing goods via the trade dialog is most straightforward way to select specific items to steal but there are more entertaining methods detailed below.So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See the 40d page and This forum post). All amount to naked theft, and the civilization responsible for the caravan will recognize this. There are a variety of ways to steal cargo from merchants. The tasks can then be removed once approved. Simply by queuing lots of jobs ( j m q) and providing a meager office, the manager will quickly level to legendary as an Organizer. See the main article for further details.Īs a manager, skill is gained as tasks are approved, not completed. ![]() Artifacts have a special exception whereby upon being atom-smashed, they will be "hidden" and inaccessible for the rest of the playthrough.Smashing a bag of something will destroy the bag, but spill its contents.Atom smashing a creature with a size over 1200000 will destroy the drawbridge. ![]() Lowering a raised drawbridge can be used to obliterate most creatures or items beneath it, with some exceptions: This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making dwarven syrup instead of dwarven sugar, growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. Whether a player chooses to make use of an exploit or not depends on their personal taste given that Dwarf Fortress is a single-player game, the user alone can decide what liberties to take and what options to shun. 'Exploiting the game' is distinct from ' cheating' because exploits occur within the game as written and do not need any external utilities or modding. An exploit is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. ![]()
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