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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.
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'Exploiting the game' is distinct from ' cheating' because exploits occur within the game as written and do not need any external utilities or modding. I have to imagine there is a solution somewhere involving an airlock in the shaft, but my grasp of pressure plate logic is really, really shaky.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. I've come up with a few vague notions of what can be done, but they all seem, well, extremely dwarfy, involving burrows and water blasting from reservoirs and floor grates and probably flooding the workshop.
Dwarf fortress quantum stockpile how to#
This is the first version I've played where falling objects hurt, so I don't have any stock ideas for how to get objects from point A to point B without landing on point D. This is a pain, and if I forget to do it my industries shut down.
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Right now I've got a manual safety system in place where there's a floor hatch one z-level up, walled off, with a lever to operate it, and every month or so I have to open and shut it manually. Only problem is, twice so far, some dwarf has been down at the bottom picking up goodies when a load of stone comes down, and the results have been tragic, albeit spectacular and amusing. And what I've done so far is to build a straight 1x1 shaft all the way from the former to the latter, and set up simple guided minecarts to dump stuff down the shaft, and at the bottom is a quantum stockpile, from which my magma workshop stockpiles pull. And I've got a bunch of hot stuff-magma-60 levels down at the bottom. So I've got a bunch of cool stuff-iron, coal, chalk, sand, fire clay-way up at the top of my fortress. Ok, ok, I know it's undwarfy to think about safety, but I'd really like some ideas here.
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