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Fortress: Metalclobber Tharis

This Room Can Fill with Magma

As an early safety measure, I designed it so that this hallway, which one must pass through to get to the rest of the fort, can be sealed in and flooded with magma. I only got to use it twice (before the castle kept goblins from making it this far) but it was fun while it lasted.

Setting up the power plant to pump the magma was a bit of work. The yellow floodgates are for drainage.

Submitted by: Tharis - 2019-10-01

Trade Goods/Metal Storage/Trash Dump

Nothing like the purple smell of miasma.

I've got a screw pump set up so I can flood the trash dump with magma per need, and then drain it out via two levels of hatch-accessed evaporation chambers. It's convenient.

Submitted by: Tharis - 2019-10-01

Cavern Entrance

I decided not to bother exploring the caves this game, partly because one of them was inhabited by a flying monster that spat webbing and was made of sapphire. Priorities...

Submitted by: Tharis - 2019-10-01

Main Entrance/Pigsty

Where the pigs are, there used to be a wider variety of livestock. I also see, for the first time, that some dwarf destroyed the main drawbridge, which shows how long it has been since I had to close it. Most every invasion stops at the castle now.

The blue and yellow structures are temples to sky and twilight, I built one and noticed that it looked like a cat's ear in 3D, so I made its match.

Beehives near the pigs, not good for much but occasional "the piglet has been stung!" notifications. The ramp down from there leads to farmworks and slaughterhouse.

Submitted by: Tharis - 2019-10-01

Library/Clothing works

I used to have sheep on the surface, and I made a series of rooms down a ramp to convert their pelts into thread, cloth, and clothing.

The library was kind of an afterthought, but it's nicely arranged and seems to help stave off the doldrums that are killing too many of my dwarves.

Submitted by: Tharis - 2019-10-01

Food Storage/Soap Works

Submitted by: Tharis - 2019-10-01

Tavern/Food Prep/Pet Cemetary/Incinerator

The hole to the south by the levers is a garbage incinerator. No fort is complete without one. Levers are to drain/refill the magma pool.

Submitted by: Tharis - 2019-10-01

Workshops/Furniture Storage/Hospital/Farms

Manager's and Bookkeeper's offices to the left. I've gone through a lot of those this game.

Also, the odd two-story rooms with statues on top are temples, which are scattered about in appropriate spaces.

Submitted by: Tharis - 2019-10-01

Metalworks/Stockpiles/Lever/Trade Depot

All good and useful. it's very nice to have a convenient source of magma.

Submitted by: Tharis - 2019-10-01

The Great Green Bridge

So, when I built my for entrance securely on top of the mountain, I knew I needed a safe way to get dwarves to the base of the mountain where the trees are. This is what I devised. I've never had to, but of course every bridge can be immediately retracted with the flick of a lever.

Submitted by: Tharis - 2019-10-01

The Castle

I always like setting up a big building outside for barracks.

The cluster of steel blade traps is surrounding a steel statue of our first militia commander, who drowned in the pond to the west. I like to think of it as their spirit slicing up invaders as they dare to walk by.

The statue can't be seen because there's a minotaur's horn resting on top of it.

Also, the human lasher is a hero of the fort and confirmed badass.

Submitted by: Tharis - 2019-10-01

Fortress: Desert-City of Glades Fleeting Frames

Live animal training hole

Through the hatch, to-be-trained military is stationed, waiting behind a locked door.

Through the bridge, to-be-bruised livestock is pitted (currently, wild horses who gave birth to third one).


The three locking layers are to prevent wildlife from piling against the door and then hatch; and once I need to get out military I can just station in the cage stockpile, and wildlife will not follow due fear and lack of path to map edge. Probably should QSP the cages next to bridge, though.

Submitted by: Fleeting Frames - 2019-07-15

Improvement on fort-wide swim(+little climb) training room.

Similar to previous fort-wide military alert training rooms, with but three improvements here.

One is that the lever is gone - replaced by bridges able to be admired and meant to be deconstruct-toggled to add, hold or remove water (I shall see if they needed to be z-level higher - a subtler error here is that I placed insufficient pond zones, and only 1 tile was filled with 7/7 water.)


Second is that the room is two tiles wide now, as research showed two dwarves need to be orthogonally adjacent to speak to each other. (The second tile is turkey cage, for there's four people in this fort who like turkeys. Additional animals may follow.)


Third is that, based on observing during aquifer channeling climbers liking to climb as high as possible, iterated rough, block and smoothed falls. This way they should, instead of hanging onto the wall as before, fall down the moment they reach the top, and climb/swim again.


Future potential improvements might be replacing 8 walls with admirable buildings, and maybe adding a mister.


If only there weren't so many corpses to bury!

Submitted by: Fleeting Frames - 2019-07-15

Alabaster additional waterdesupply

When I made the initial digs for alabaster; I found could have retrieved it actually, if I had dug ramps instead.

The two stacked minecarts were inadequate, but they held for a bit.

But now, it's going to be bit more difficult. A pump+minecart combo seems overkill, but I'll see.

If it works, maybe I'll then turn this into a new aquifer bypass for the fortress.

The circular architecture it has taken due dry broadleaf having 1 less layer is mildly interesting, but hardly efficient.

Submitted by: Fleeting Frames - 2019-07-15

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