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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22936</id>
		<title>40d Talk:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22936"/>
		<updated>2009-06-05T02:48:09Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Female Fisherdwarves? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this was taken from the old wiki as it all seems applicable here. Whether or not fish can be depleted or not I do not know - at this point it seems that the turtle supply is endless.--[[User:Decanter|Decanter]] 05:03, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a 'there is nothing to catch in the swamps' message a few times. so it is possible to deplete all the fish in a pond, but haven't been able to get rid of all the fish. --[[User:Soyweiser|Soyweiser]] 06:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone with more experience than I know what make (or made) Carp so dangerous?  In 0.27.169.33a and previous, swimming creatures would gain incredible attributes due to gaining experience by swimming all the time, which would obviously make combat more dangerous.  In the latest version (0.27.169.33b) though, innate swimmers no longer gain swim skill, which sounds like it would make fish rather less dangerous.--[[User:Kmgraba|Kmgraba]] 22:37, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Carps aren't really dangerous versus a soldier who can swim (my first 125 kills were carps,longnose gars and lampreys in adventure mode), but they can easily drag an unarmed untrained fisherdwarf into water and drown him. [[User:Wagawaga|Wagawaga]] 20:23, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Useful stuff to add to article. ==&lt;br /&gt;
&lt;br /&gt;
Are brooks fishable? Streams? Are swamps depleted permanently or temporarily? [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
:Brooks are fishable and can be depleted. Swamps, brooks and artificial underground lakes are depleted temporarily. When any biome becomes depleted - a fishing zone anywhere near the water in that biome shows that there are 0 (zero) squares suitable for fishing.&lt;br /&gt;
:Also of notice is that the swamp will only repopulate with turtles/whatever was there in the first time even if you connect it to brook with other fish by a channel.&lt;br /&gt;
:My question now is whether the amount to be fished out before depletion is correlated with the amount of tiles with water or does every biome have a fixed amount preset on map generation?--[[User:Another|Another]] 11:07, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd have to say it's at least partially connected to the amount of water; I have 3 different fortresses right now and the one with the fewest lakes definitely gets depleted more commonly, and faster, than the rest of the maps.  I haven't ruled out the confound of the biome itself; perhaps there is a larger amount on biomes like swamp, and they also have more water.  Anyone know if making lakes larger, or making your own artificial lakes helps with depletion? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== Frozen rivers ==&lt;br /&gt;
&lt;br /&gt;
Can you fish a frozen river / lake?[[User:GarrieIrons|GarrieIrons]] 00:21, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fishing in caves ==&lt;br /&gt;
&lt;br /&gt;
Is it a problem to fish in a underwater lake filled with snakemen and lizardmen?&lt;br /&gt;
I'd guess they could be fished and kill off the dwarf...&lt;br /&gt;
I kinda wanta catch em like pokemon.--[[User:Seaneat|Seaneat]] 15:33, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is okay as long as you have some soldiers or traps near the fisherdwarf... at least if you care about his life. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fishing is the labor used to catch fish. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fishing is the labor used to catch fish.&amp;quot;&lt;br /&gt;
This is somewhat inaccurate. When I asked on [http://www.bay12games.com/forum/index.php?topic=25736.0 the forum], I was told that what you catch is unrelated to the actual number of fish in the river. The river can apparently be depleted when you can see fish vermin in it. Perhaps this should be changed to saying that fishing creates raw fish. [[User:DanielLC|DanielLC]] 14:53, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fishing Indoors ==&lt;br /&gt;
How large of an artificial lake or murky pool must you make in order for it to be a functional fishing spot? Can you fish through grates, bars or hatches? --[[User:RomeoFalling|RomeoFalling]] 17:50, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a fisherdwarf fishing in a 1-square inside pool so i suppose that as long as you can designate an area as &amp;quot;fishing area&amp;quot; you can take fish out of it. You can fish through hatches, i can confirm this, i dont know through bars and grates. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research on fish depletion, use of bars (and presumably grates), biome impact ==&lt;br /&gt;
&lt;br /&gt;
Take a look at http://www.bay12games.com/forum/index.php?topic=32555.msg475330#msg475330. I've posted the results of some fishing tests there.&lt;br /&gt;
&lt;br /&gt;
Important conclusions:&lt;br /&gt;
&lt;br /&gt;
-Fish are sourced from biomes.&lt;br /&gt;
&lt;br /&gt;
-Biome fish stocks appear to reset every season.&lt;br /&gt;
&lt;br /&gt;
-Rivers/streams/brooks have their own &amp;quot;biome fish counter&amp;quot; independent of the actual biome the river's passing through.&lt;br /&gt;
&lt;br /&gt;
-Otherwise, the game looks at where the water tile you're fishing from is, and then figures out which biome it's associated with. The nature of surrounding tiles (i.e. is this a pond, or a channel off a river, or a bucket-filled pit) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-The creation of fish at the completion of a successful fishing attempt is abstracted. The presence or absence of actual fish vermin (or actual fish creatures, e.g. carp) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-Dwarves can fish through horizontal bars, but building them is finicky. Read the full post linked above. [[User:Kethas|Kethas]] 03:24, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Female Fisherdwarves? ==&lt;br /&gt;
How do they fish without a beard? [[User:DeadlyLintRoller|DeadlyLintRoller]] 01:23, 29 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Though no scientific research can confirm this, i suppose that dwarves do not have the same dna as humans, and women also produce the hormone which causes beard to grow. I am not a pogonologist anyway and I could be wrong. [[User:Wagawaga|Wagawaga]] 20:28, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes, they have beards too. --[[User:Smartmo|Smartmo]] 22:39, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::This is why human diplomats are trained NEVER to ask a dwarf where all the female dwarves are.  They are ALL AROUND YOU.  The bearded wonder who escorted you in?  Female.  The heavily-bearded noble you met to discuss imports with?  Also female.  The hammerer?  Yup.  Male and female dwarves look and sound the same to most humans, and the problem is compounded by the fact that most dwarven names are applied to both males and females.--[[User:Zipdog|Zipdog]] 22:52, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The only problem is how dwarves tell what gender other dwarves are. Allegedly, it occurs behind closed doors, where both parties lift thy garmits at once, for a brief second, to distinguish themselves before sex.--[[User:Heliman|Heliman]] 02:48, 5 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22935</id>
		<title>40d Talk:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22935"/>
		<updated>2009-06-05T02:47:47Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Female Fisherdwarves? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this was taken from the old wiki as it all seems applicable here. Whether or not fish can be depleted or not I do not know - at this point it seems that the turtle supply is endless.--[[User:Decanter|Decanter]] 05:03, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a 'there is nothing to catch in the swamps' message a few times. so it is possible to deplete all the fish in a pond, but haven't been able to get rid of all the fish. --[[User:Soyweiser|Soyweiser]] 06:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone with more experience than I know what make (or made) Carp so dangerous?  In 0.27.169.33a and previous, swimming creatures would gain incredible attributes due to gaining experience by swimming all the time, which would obviously make combat more dangerous.  In the latest version (0.27.169.33b) though, innate swimmers no longer gain swim skill, which sounds like it would make fish rather less dangerous.--[[User:Kmgraba|Kmgraba]] 22:37, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Carps aren't really dangerous versus a soldier who can swim (my first 125 kills were carps,longnose gars and lampreys in adventure mode), but they can easily drag an unarmed untrained fisherdwarf into water and drown him. [[User:Wagawaga|Wagawaga]] 20:23, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Useful stuff to add to article. ==&lt;br /&gt;
&lt;br /&gt;
Are brooks fishable? Streams? Are swamps depleted permanently or temporarily? [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
:Brooks are fishable and can be depleted. Swamps, brooks and artificial underground lakes are depleted temporarily. When any biome becomes depleted - a fishing zone anywhere near the water in that biome shows that there are 0 (zero) squares suitable for fishing.&lt;br /&gt;
:Also of notice is that the swamp will only repopulate with turtles/whatever was there in the first time even if you connect it to brook with other fish by a channel.&lt;br /&gt;
:My question now is whether the amount to be fished out before depletion is correlated with the amount of tiles with water or does every biome have a fixed amount preset on map generation?--[[User:Another|Another]] 11:07, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd have to say it's at least partially connected to the amount of water; I have 3 different fortresses right now and the one with the fewest lakes definitely gets depleted more commonly, and faster, than the rest of the maps.  I haven't ruled out the confound of the biome itself; perhaps there is a larger amount on biomes like swamp, and they also have more water.  Anyone know if making lakes larger, or making your own artificial lakes helps with depletion? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== Frozen rivers ==&lt;br /&gt;
&lt;br /&gt;
Can you fish a frozen river / lake?[[User:GarrieIrons|GarrieIrons]] 00:21, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fishing in caves ==&lt;br /&gt;
&lt;br /&gt;
Is it a problem to fish in a underwater lake filled with snakemen and lizardmen?&lt;br /&gt;
I'd guess they could be fished and kill off the dwarf...&lt;br /&gt;
I kinda wanta catch em like pokemon.--[[User:Seaneat|Seaneat]] 15:33, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is okay as long as you have some soldiers or traps near the fisherdwarf... at least if you care about his life. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fishing is the labor used to catch fish. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fishing is the labor used to catch fish.&amp;quot;&lt;br /&gt;
This is somewhat inaccurate. When I asked on [http://www.bay12games.com/forum/index.php?topic=25736.0 the forum], I was told that what you catch is unrelated to the actual number of fish in the river. The river can apparently be depleted when you can see fish vermin in it. Perhaps this should be changed to saying that fishing creates raw fish. [[User:DanielLC|DanielLC]] 14:53, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fishing Indoors ==&lt;br /&gt;
How large of an artificial lake or murky pool must you make in order for it to be a functional fishing spot? Can you fish through grates, bars or hatches? --[[User:RomeoFalling|RomeoFalling]] 17:50, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a fisherdwarf fishing in a 1-square inside pool so i suppose that as long as you can designate an area as &amp;quot;fishing area&amp;quot; you can take fish out of it. You can fish through hatches, i can confirm this, i dont know through bars and grates. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research on fish depletion, use of bars (and presumably grates), biome impact ==&lt;br /&gt;
&lt;br /&gt;
Take a look at http://www.bay12games.com/forum/index.php?topic=32555.msg475330#msg475330. I've posted the results of some fishing tests there.&lt;br /&gt;
&lt;br /&gt;
Important conclusions:&lt;br /&gt;
&lt;br /&gt;
-Fish are sourced from biomes.&lt;br /&gt;
&lt;br /&gt;
-Biome fish stocks appear to reset every season.&lt;br /&gt;
&lt;br /&gt;
-Rivers/streams/brooks have their own &amp;quot;biome fish counter&amp;quot; independent of the actual biome the river's passing through.&lt;br /&gt;
&lt;br /&gt;
-Otherwise, the game looks at where the water tile you're fishing from is, and then figures out which biome it's associated with. The nature of surrounding tiles (i.e. is this a pond, or a channel off a river, or a bucket-filled pit) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-The creation of fish at the completion of a successful fishing attempt is abstracted. The presence or absence of actual fish vermin (or actual fish creatures, e.g. carp) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-Dwarves can fish through horizontal bars, but building them is finicky. Read the full post linked above. [[User:Kethas|Kethas]] 03:24, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Female Fisherdwarves? ==&lt;br /&gt;
How do they fish without a beard? [[User:DeadlyLintRoller|DeadlyLintRoller]] 01:23, 29 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Though no scientific research can confirm this, i suppose that dwarves do not have the same dna as humans, and women also produce the hormone which causes beard to grow. I am not a pogonologist anyway and I could be wrong. [[User:Wagawaga|Wagawaga]] 20:28, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes, they have beards too. --[[User:Smartmo|Smartmo]] 22:39, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::This is why human diplomats are trained NEVER to ask a dwarf where all the female dwarves are.  They are ALL AROUND YOU.  The bearded wonder who escorted you in?  Female.  The heavily-bearded noble you met to discuss imports with?  Also female.  The hammerer?  Yup.  Male and female dwarves look and sound the same to most humans, and the problem is compounded by the fact that most dwarven names are applied to both males and females.--[[User:Zipdog|Zipdog]] 22:52, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The only problem is how dwarves tell what gender other dwarves are. Allegidly, it occurs behind closed doors, where both parties lift thy garmits at once, for a breif second, to distinguish themselves before sex.&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24207</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24207"/>
		<updated>2009-05-17T23:32:39Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Hungry, Hungry Hippos Goblins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, according to Toady (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=10&amp;amp;t=000033), Goblins will start sieging now roughly around 80 dwarves and/or some odd amount of wealth.&lt;br /&gt;
&lt;br /&gt;
:I had 3 goblin snatchers show up at a population of 40 dwarves and created wealth of 63,793 (v0.27.169.33g). --[[User:Frond|Frond]] 22:17, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think that the trigger amount is off by a bit- I just received my first siege, by goblins, at 57 population and about 411,000 wealth. --[[User:Linktoreality|Linktoreality]] 04:58, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm playing at 50 pop cap (performance reasons) and in 6 game-years of play + 2mil wealth I haven't had any sieges yet. --[[User:Alpha|Alpha]] 17:14, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
:I been sieged at least half a dozain time in my current fortress, and I've never encountered trolls or anything bigger than skilled goblins. In my latest siege, all the goblins are specialised in something but I have no trolls or wolves or whatever to show for. Any idea on this behavior? --[[User:Eagle of Fire|Eagle of Fire]] 14:16, 26 November 2007 (EST)&lt;br /&gt;
::Apperently they haven't access to any chasm biome for trolls and to whatever biome for beak dogs.--[[User:Another|Another]] 15:42, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
:Oh snap, it's the Mongols. --[[User:Zchris13|Zchris13]] 14:48, 7 March 2009 (EST)&lt;br /&gt;
::More like the Iranians(or Persians if you like)[http://en.wikipedia.org/wiki/Parthian_shot] [[User:Shoez|Shoez]] 02:27, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;br /&gt;
&lt;br /&gt;
:Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST)&lt;br /&gt;
::Some people suggested on the forum building siege engines near the golin groups and fire to them to death. I'm trying to do just that in my current game. Alternatively, I think there is a flag in the init file where you can disable sieges. --[[User:Eagle of Fire|Eagle of Fire]] 16:33, 21 November 2007 (EST)&lt;br /&gt;
:Has anyone looked into changing the raws for the goblins to have them a similar behavior to werewolves and other predatory creatures? They roam around the map looking for something to kill, and while they might not stay together in a squad, or move toward your base directly, at least they would do *something*... if it works.  Any thoughts? --Gotthard 12:24, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:As of 33g I think they're still somewhat bugged. They will charge but if they find something to attack, it seems like their AI turns off and they stop on the spot. So I guess as long as you don't give them anything to attack on the way to your front gate, they will work fine. [[User:Lightning4|Lightning4]] 22:45, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Siege as a blockade == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A siege is a military blockade of a city or fortress with the intent of conquering by force or attrition, often accompanied by an assault. The term derives from the Latin word for &amp;quot;seat&amp;quot; or &amp;quot;sitting.&amp;quot;[1] A siege occurs when an attacker encounters a city or fortress that refuses to surrender and cannot be easily taken by a frontal assault.&amp;quot; --wikipedia &lt;br /&gt;
&lt;br /&gt;
A siege isn't just a blind charge into your cage traps, either.  &lt;br /&gt;
[[User:Moller|Moller]] 14:38, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My last few goblin seiges, have been actual seiges, instead of running around into my traps. The first of 3 squads ran in, about half fell victim to my traps, then ran, then the other 2 squads have been just waiting outside my fort, for 3 months and counting. [[User:OmegaX]] 15-September-2008&lt;br /&gt;
:Just to check, you didn't do anything that would break their pathfinding like triggering cave-ins, locking doors, or raising bridges? -[[User:Fuzzy|Fuzzy]] 14:41, 15 September 2008 (EDT)&lt;br /&gt;
They left after a season, but there were no pathfinding issues, the fort was open, just waiting for them. --[[User:OmegaX|OmegaX]] 21:10, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Best way to counter sieges?==&lt;br /&gt;
So far, the best way I've found to counter sieges is to create a line of traps all around the map. You can't build them just next to the border of the map, only 5 or 6 squares away from it... However, goblins still walks around a little and often hit the traps. It's hard to create enough casualties in this way to stop them, but they hardly ever leave without giving me free stuff and free kills. :) &lt;br /&gt;
Alternatively, setting up balistas or catapults in front of them and firing away is also very rewarding. Too bad it's almost impossible to do without forbidding your dwarves from fetching everything outside, which usually mean that they'll get in the way even if you manage to forbid everything in time. I wish there was a way to allow military dwarves to operate siege engines...--[[User:Eagle of Fire|Eagle of Fire]] 14:47, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I agree.  Traps are a great thing.  I also save VERY often, and when a siege occurs, I will 'force quit' and revert to a previously saved game.         Then I make all my dwarves soldiers and give them time to pick up their equipment. This has proven very successful.--[[User:Keesto|Keesto]] 23:46, 5 September 2008 (EDT) Later...I have found that traps are the best/only defense.  I have set up about 200 cage traps around the map, and also 20 stone fall traps around the entrances. Soldiers are only useful to me now when I release the goblins from their cages- in confined spaces -for a mass slaughter.  Very satisfying.&lt;br /&gt;
&lt;br /&gt;
== Human Leader / Mercenary? ==&lt;br /&gt;
&lt;br /&gt;
I got my third or fourth goblin siege in the current game, and they arrived with a Human Spearmaster in one of their squads. Anyone else got this? Is it worth mentioning in this page?&lt;br /&gt;
:Confirmed: third siege. One of invaders is Human Macelord. He is a best attraction at my zoo right now :). Think, i'll add this. Whoops... someone already has :)--[[User:Dorten|Dorten]] 23:33, 16 January 2008 (EST)&lt;br /&gt;
::My roommate had one in a group of ambushers.  He was wearing a human leather earring, so that's lovely ;) --[[User:FloodSpectre|FloodSpectre]] 20:04, 6 September 2008 (EDT)&lt;br /&gt;
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== Nifty defense plan ==&lt;br /&gt;
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On an unrelated note, I figured a pretty nifty way to kill a lot (or all) of a siege by making an outdoors gatehouse with marksdwarves on the battlements... except instead of making it face OUT, I make it face IN, so I let the enemy inside and they get totally annihilated, as they are shot as soon as they appear :)&lt;br /&gt;
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Something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
########&lt;br /&gt;
=bolts=#&lt;br /&gt;
######@#&lt;br /&gt;
     +@#   g&lt;br /&gt;
     +@# g&lt;br /&gt;
   g +@#   &amp;lt;- goblins on ground floor come this way&lt;br /&gt;
     +@#  g&lt;br /&gt;
     +@#    g&lt;br /&gt;
######@# g&lt;br /&gt;
=bolts=#&lt;br /&gt;
########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This work specially well again enemy shooters, they don't even get a chance to shoot back (and it seems it's nearly impossible to hit my dwarves on higher ground AND behind fortifications).&lt;br /&gt;
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--[[User:Sergius|Sergius]] 23:23, 11 January 2008 (EST)&lt;br /&gt;
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:Yeah, I recently tried a system like that, where the entrance hall is two floors tall, and I have a marksdwarf barracks on the floor above. They shoot plenty of goblins, and of course I have about 60 stonefall traps there too. I watched laughing as 66% of the goblins thought &amp;quot;AAAH RUN AWAY&amp;quot; and they retreated like sissies :D --[[User:AlexFili|AlexFili]] 11:25, 4 June 2008 (EDT)&lt;br /&gt;
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== Stealth Sieges ==&lt;br /&gt;
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It seems that in the new version that sieges don't give announcements anymore. I was still getting my fortress together when one of my woodcutters was ambushed by 10 or so goblins. They proceeded to charge my fort and get killed by the merchants and dogs. Then like 30 seconds later the second wave appeared unannouced at my door. The merchants were in no shape to stand against them and the dogs were all dead. --[[User:Ikkonoishi|Ikkonoishi]] 15:31, 8 February 2008 (EST)&lt;br /&gt;
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:This sounds more like an [[Ambush|ambush]] than a siege. I've had four seemingly seperate goblin ambush squads all assault my fortress at the same time (four seperate &amp;quot;An ambush! Curse them!&amp;quot;s), each of which was a lot more dangerous than my first siege! -- [[User:Raumkraut|Raumkraut]] 13:00, 2 April 2008 (EDT)&lt;br /&gt;
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== quote from toady, december 27 ==&lt;br /&gt;
(so maybe parts of it changed)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Humans and elves will come some time after they are angry enough at you.&lt;br /&gt;
&lt;br /&gt;
Kobolds will start sending thieves once your pop hits 20 or you've traded a bit (value 500) or you've produced a bit more (value 5000). If they successfully steal objects, they'll come back with more thieves, and if they continue to be successful, they'll bring (buggy) archers. The power of the next attack is based only on how many objects were stolen during the last raid. They'll start sending archers if three or more objects are stolen.[]..they can send as many as 17 thieves and 36 archers, but this is incredibly unlikely. If the stolen object number is five or more, they'll start sending important historical figures.&lt;br /&gt;
&lt;br /&gt;
Goblins start sending kidnappers when your population has hit 50 or you have traded a bit or produced a bit more (5x the kobold numbers). Once your population hits 80, they'll start to send more serious attacks instead of kidnappers on occasion. The numbers sent during the serious attacks depend only on how many attacks you've been through. If they have mounts or monsters(trolls?), they'll start using them on the second attack, with multiple monster packs on the third. Important historical figures also come with the third attack, but master weapon users can come on the second. Important kidnappers come on the second kidnapping attempt.&lt;br /&gt;
&lt;br /&gt;
All of this will be obsolete once I get the armies working properly on the world map, though there will still have to be some artificial mechanism in place to stop early forts from being wiped out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Good, then I shall start war with the elves because there are no goblins.--[[User:CrazyMcfobo|CrazyMcfobo]] 18:22, 12 April 2008 (EDT)&lt;br /&gt;
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== Human Sieges ==&lt;br /&gt;
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I am, right now in v0.28.181.39b, being besieged by about 14 humans, one of which is on a horse carrying a bow. &amp;quot;An enemy is laying siege&amp;quot; or some such came up instead of the usual &amp;quot;A vile force of darkness has arrived&amp;quot;. Even stranger is that they built ''A Campfire'' and are just milling about around it. There is a clear path straight into the heart of my fortress. There is no sign of war on the civ screen. -[[User:Namako|Namako]] 09:21, 22 July 2008 (EDT)&lt;br /&gt;
&amp;lt;br/&amp;gt;It's even worse than that! They're actually doing siege tactics - they sit in their camp until someone goes outside, at which point they all set off to kill that poor sot. Then they return to camp. If it's not outside, they don't care. They also don't seem to be affected by any of my traps. -[[User:Namako|Namako]] 11:52, 22 July 2008 (EDT)&lt;br /&gt;
:just wait until the campfire has burned down and then they will move to the fortress as the goblins do. It might take a while, so no need for hurry. I only had two human sieges in my current fortress until now, but they seem to increase in numbers as the goblins do.&lt;br /&gt;
:*first year: ~10 humans, not mounted, campfire&lt;br /&gt;
:*second year: ~20 humans, 2 squads, mounted. 1 squad with campfire, the second one just waited and had no campfire. After a while, they moved to the fortress, but not both squads at once.&lt;br /&gt;
&lt;br /&gt;
:In my case (v0.28.181.39c), they were affected by my 2 weapon traps. At least at the second siege when they were mounted, during the first one when they had no horses, I had no traps, so I don't know if this has an effect.&lt;br /&gt;
&lt;br /&gt;
:The text of the human siege is &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: In my fort the human guild representative died and once a caravan was slaughtered by an ambush. &lt;br /&gt;
:[[User:Imajia|Imajia]] 18:24, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::now in the 3rd year, a human diplomat arrived instead of the next siege and he offers the following options:&lt;br /&gt;
::''Peace is calling out to us. How do you respond?''&lt;br /&gt;
::Enter: ''I hear her voice. Let us stop this war.''&lt;br /&gt;
::Space: ''We will drown her out with the screams of your dying. Begone.''&lt;br /&gt;
&lt;br /&gt;
::As I'm a beginner, as far as wikis are concerned, it would be nice if someone could update the article. &lt;br /&gt;
::[[User:Imajia|Imajia]] 12:34, 24 July 2008 (EDT)&lt;br /&gt;
:::I've added it in, although I'm also a n00b at this wiki stuff, and kept forgetting important stuff. -[[User:Namako|Namako]] 14:22, 25 July 2008 (EDT)&lt;br /&gt;
::::thanks. As there aren't many reports about human sieges right now, it is a good start. -[[User:Imajia|Imajia]] 03:09, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I have also received a human siege (v0.28.181.39e). Accidentally had the merchant diplomat locked in my fort - he 'left unhappy' (but he and the caravan were otherwise unscathed.) First summer - 10 unmounted humans; second summer - 50 humans, all mounted. Their campfire died down in Fall - it is now mid-Winter and they still haven't entered my fort. Instead they ride their horses in circles outside my gate. I have tried to bait them with expendable dwarfs but they just take them out with crossbows. Dwarven caravan did not even attempt to come in the Fall; also, no goblins or kobolds have dared to raid during the siege. All in all, a pretty effective siege as I do not have yet a military capable of attacking. (3rd year of fort). By the way, when the first siege force arrived I had fewer than 80 dwarves.&lt;br /&gt;
:[[User:Pavlov|Pavlov]] 21:27, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My guild rep died somehow, not really sure what caused it, though my relations before that were fairly good with the humans, aside from a caravan seize once, and when they came back I gave them gifts and large profit margins. Anyways, now theres a seige, I dont see a campfire, but they're definately waiting, eventually they marched into my fort, AVOIDING all the non-cage TRAPS. Cage traps got a few, but they evaded my corridor with 20 weapon traps, and 40+ Stone-fall traps, all loaded and ready. Without a single injury. --[[User:OmegaX|OmegaX]] 02:13, 22 September 2008 (EDT)&lt;br /&gt;
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:: I remember something about the human merchants and/or guild representatives looking at traps when visiting the fortress, and making them useless against the human siegers. Great ! Now we have Human spies and diplomats, Goblins blitzkrieg, Kobold snipers and Elven commando. Can't wait for Elephant paratroopers and Giant cave spider artillery. [[User:Timst|Timst]] 16:21, 25 October 2008 (EDT)&lt;br /&gt;
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:::Operation Dumbo Drop and Starship Troopers?--[[User:Maximus|Maximus]] 17:27, 25 October 2008 (EDT)&lt;br /&gt;
::::[http://www.schlockmercenary.com/d/20081211.html Rule 11: Everything is air-droppable at least once] --[[User:Juckto|Juckto]] 08:21, 13 December 2008 (EST)&lt;br /&gt;
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== Avoidable? ==&lt;br /&gt;
&lt;br /&gt;
I just had my first siege in my current fortress, and happened to save right before it started, like 1 or 2 steps before. The goblins killed all of the dwarven caravan that they arrived with, so I reloaded and there was no siege. I haven't been very long in this no-siege alternative univers, so I want to know if it will happen slightly later, or if I have avoided it completely. [[User:Destor|Destor]] 21:39, 19 October 2008 (EDT)&lt;br /&gt;
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I just got ambushed, with an elite bowman along with the group, nut definitely not as many goblins as the siege.this is kinda weird. [[User:Destor|Destor]] 21:48, 19 October 2008 (EDT)&lt;br /&gt;
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== What about constructed walls? ==&lt;br /&gt;
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The page says trolls will smash all buildings. But what about constructed walls? The Construction page says constructed walls/floors act as inert terrain objects. --[[User:Xonara|Xonara]] 05:10, 24 October 2008 (EDT)&lt;br /&gt;
:[Building Destroyer]s like trolls ignore constructs like walls and floors, they only smash things like doors and bridges. [[User:HeWhoIsPale|HeWhoIsPale]] 09:22, 24 October 2008 (EDT)&lt;br /&gt;
::Ok, thanks. That was causing me some confusion. --[[User:Xonara|Xonara]] 17:34, 24 October 2008 (EDT)&lt;br /&gt;
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== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could someone update my add-on about megabeasts? It was lacking info about them but it's pretty general right now. --[[User:Squeegy|Squeegy]] 16:30, 1 November 2008 (EDT)&lt;br /&gt;
:Could use an update, indeed!  It's verified in the advanced world gen parameters that world generation stop is based on percentage of surviving megabeasts (default 80%), and that number can be modified when creating a world with advanced parameters (I myself typically lower it to 60%, in hopes of more roving hydras for my fortress to face).  I would also write a few words about cage traps and the dangers they present to a fortress, as I once had a caged titan break out of his cage and lay waste to the inner sanctum of a fortress.  --[[User:Eddie|Eddie]] 17:55, 1 November 2008 (EDT)&lt;br /&gt;
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===Megabeast Trigger ===&lt;br /&gt;
&lt;br /&gt;
So, I'm in my 9th year with a population of 79 and haven't seen a megabeast yet, despite over 5 million in fortress wealth.  I'd say the trigger has to be population and not wealth.  --[[User:Squirrelloid|Squirrelloid]] 02:50, 5 December 2008 (EST)&lt;br /&gt;
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== Mining ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for a human siege to mine into your base? I've played around in adventure mode and seen (and killed) a few human miners, so I was wondering if the humans were ever smart enough to bring one along and tunnel into your base. [[User:Milskidasith|Milskidasith]] 10:42, 9 November 2008 (EST)&lt;br /&gt;
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Not yet, unfortunately. Rock walls and constructions of any type remain impervious. They can't fill in dry moats yet, either. Fortunately for the humans, a dwarf fortress can't survive indefinitely without imports, migrants, or fresh lumber, and human besiegers tend to be more cautious than goblins, so they can still endanger your survival indirectly. --[[User:Navian|Navian]] 12:36, 9 November 2008 (EST)&lt;br /&gt;
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:Currently my fortress is pretty well self sustaining, though due to pathfinding errors my dwarves refuse to take the inside stairs to my exploratory mining chamber. I'm at my population cap (130) and my food and drinks are fairly stable at 200 seeds, 500 alcohol, 600~700 prepared meals, and 300 plants. At the very least, I'm (very lucky to be) prepared for the next human siege (the first one was a group of pansies who managed to get killed without me noticing (long story short, I assigned my squads to a mountain near the humans for the high ground, and some crossbowdwarves went around the long way and shot their way through the humans (who didn't have any crossbowmen, at least not after the first volley of dwarven bolts) and left only a few for cleanup.&lt;br /&gt;
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:Oh, did I mention my ''War [[Giant eagle]]?'' The thing kicks MAJOR ass. [[User:Milskidasith|Milskidasith]] 16:53, 9 November 2008 (EST)&lt;br /&gt;
::You can't have a war giant eagle.  Dogs are the only thing that can be trained to war animals.  Brag if you like, we all do it, but don't lie. --[[User:ThunderClaw|ThunderClaw]] 17:16, 9 November 2008 (EST)&lt;br /&gt;
::: I edited the raws to make it trainable. And don't say that can't be done, they tell you how to do it (for elephants, but still) on this very Wiki.[[User:Milskidasith|Milskidasith]] 17:19, 9 November 2008 (EST)&lt;br /&gt;
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::::War eagles do sound pretty cool.  Do their heads always face left, by the way?[http://www.snopes.com/history/american/turnhead.asp]--[[User:Maximus|Maximus]] 17:42, 9 November 2008 (EST)&lt;br /&gt;
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:::::Actually, I thought more along the lines of the SCREAMIN EAGLES! reference from Valve (it's what you get if you have feedback rank 10 on Steam, and the soldier shouts it in TF2, but I can't remember where it came from). You want to know the eagle's name, by the way? Tribeflags. Yeah, it's kind of a lame name, bu&lt;br /&gt;
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''The above poster was found with this edit partially made, brutally mauled by a large bird like creature. If you wish to contact this person, consult the nearest dwarven shaman or bonespeaker. Thank you. '''Dwarven office of half finished notes cut short by death.''    [[User:Milskidasith|Milskidasith]] 21:56, 9 November 2008 (EST)&lt;br /&gt;
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==Goblin Morale==&lt;br /&gt;
Does anyone else find that the goblins have really bad moral? I just had 4 squads run away, because 3 goblins died. That wasn't even half a squad, and I really wanted the iron. Any thoughts on why they are so cowardly? [[User:Dangerous Beans|Dangerous Beans]] 21:02, 4 December 2008 (EST)&lt;br /&gt;
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:It might be dependent on whether the squad leader gets killed.  Hard to tell, though -- most battles are pretty chaotic.--[[User:Maximus|Maximus]] 22:11, 4 December 2008 (EST)&lt;br /&gt;
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::That might be it, the squad leader was the first to be cut in half by a trap :D [[User:Dangerous Beans|Dangerous Beans]] 00:42, 5 December 2008 (EST)&lt;br /&gt;
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:::ah, i was wondering why half of 'em ran off. 3 squads of goblins, two of about 10 and a main one of 15. after the first two had been anhialated (literally. not a scratch on any of my 20-strong crew), the larger squad started running away (or, diverted their path off to one side of the map, away from my fort), and the 'SIEGE' in the corner disappeared. but.. you'd have thought the leader would be in the main squad, right? it was a squad of 4 lashers (whip-users) and 11 wrestlers, with a single 'goblin spearmaster'.&amp;lt;br&amp;gt;how can you tell who's the leader? and is it useful to chase them off? (apart from the obvious iron and such) perhaps stopping them coming back next time as part of a larger squad? --[[User:DJ Devil|DJ Devil]] 11:44, 7 March 2009 (EST)&lt;br /&gt;
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== Siegers Listen to Orders ==&lt;br /&gt;
I can make my human siegers wait or not by changing orders;  if dwarves are allowed to go outside, they will approach any usable entrances, but if I tell them to bunker down, they bugger off back to their campfires.  &amp;quot;Pet Doors&amp;quot;(forbidden, pet-passable) are useful for this, since they allow siegers to approach but don't let dwarves outside to die.&lt;br /&gt;
&lt;br /&gt;
==I Said Stay Inside!==&lt;br /&gt;
So I've taken the ramps off of a pair of hills, making them into circular towers of natural stone. Then I connected them with a wall. I put a door with a bridge over it to let me get through, and set it up so I could retract the bridge and isolate the second hill if necessary. I built a food stockpile and a meeting hall under the second hill. Then some goblins laid siege. I told the dwarves to stay inside. A squad of bowgoblins walked over to my wall. I didn't think this was a problem, until i started getting messages about dwarves bleeding to death. They were running across the wall to get to my backup food stockpile and meeting hall. Apparently they thought &amp;quot;I can't go outside, but the meeting hall isn't outside, so I should be ok to walk across this narrow walkway, completely exposing my silhouette to enemy fire. Y'know what, I'll take my baby with me.&amp;quot; The only good thing was that the goblins were so busy shooting at my helpless dwarves and their pets that my pair of champion melee fighters were able to tear their flank a new one. Something should probably be updated to reflect that this can happen, but I don't know what and how. For now, I'll be widening the walls and lining them with fortifications. That should make them able to make the trip without dying, at least.--[[User:Pyrite|Pyrite]] 07:49, 13 December 2008 (EST)&lt;br /&gt;
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== Hungry, Hungry &amp;lt;s&amp;gt;Hippos&amp;lt;/s&amp;gt; Goblins ==&lt;br /&gt;
&lt;br /&gt;
So I have been collecting goblins from previous sieges and forcing them into an inescapable room with nothing restraining them, does anyone here know if they do eventually die uncaged? I want to set up a mega doomsday lever that lets 100+ goblins into my fortress.--[[User:Heliman|Heliman]] 23:32, 17 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24206</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24206"/>
		<updated>2009-05-17T23:31:58Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Hungry, Hungry Hippos Goblins */ new section&lt;/p&gt;
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&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
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:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
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::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
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I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
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Actually, according to Toady (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=10&amp;amp;t=000033), Goblins will start sieging now roughly around 80 dwarves and/or some odd amount of wealth.&lt;br /&gt;
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:I had 3 goblin snatchers show up at a population of 40 dwarves and created wealth of 63,793 (v0.27.169.33g). --[[User:Frond|Frond]] 22:17, 16 January 2008 (EST)&lt;br /&gt;
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I think that the trigger amount is off by a bit- I just received my first siege, by goblins, at 57 population and about 411,000 wealth. --[[User:Linktoreality|Linktoreality]] 04:58, 18 February 2008 (EST)&lt;br /&gt;
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I'm playing at 50 pop cap (performance reasons) and in 6 game-years of play + 2mil wealth I haven't had any sieges yet. --[[User:Alpha|Alpha]] 17:14, 3 March 2009 (EST)&lt;br /&gt;
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== Troll squads ==&lt;br /&gt;
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I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
:I been sieged at least half a dozain time in my current fortress, and I've never encountered trolls or anything bigger than skilled goblins. In my latest siege, all the goblins are specialised in something but I have no trolls or wolves or whatever to show for. Any idea on this behavior? --[[User:Eagle of Fire|Eagle of Fire]] 14:16, 26 November 2007 (EST)&lt;br /&gt;
::Apperently they haven't access to any chasm biome for trolls and to whatever biome for beak dogs.--[[User:Another|Another]] 15:42, 26 November 2007 (EST)&lt;br /&gt;
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== Mounts ==&lt;br /&gt;
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Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
:Oh snap, it's the Mongols. --[[User:Zchris13|Zchris13]] 14:48, 7 March 2009 (EST)&lt;br /&gt;
::More like the Iranians(or Persians if you like)[http://en.wikipedia.org/wiki/Parthian_shot] [[User:Shoez|Shoez]] 02:27, 3 April 2009 (UTC)&lt;br /&gt;
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== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
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i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;br /&gt;
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:Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST)&lt;br /&gt;
::Some people suggested on the forum building siege engines near the golin groups and fire to them to death. I'm trying to do just that in my current game. Alternatively, I think there is a flag in the init file where you can disable sieges. --[[User:Eagle of Fire|Eagle of Fire]] 16:33, 21 November 2007 (EST)&lt;br /&gt;
:Has anyone looked into changing the raws for the goblins to have them a similar behavior to werewolves and other predatory creatures? They roam around the map looking for something to kill, and while they might not stay together in a squad, or move toward your base directly, at least they would do *something*... if it works.  Any thoughts? --Gotthard 12:24, 30 November 2007 (EST)&lt;br /&gt;
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:As of 33g I think they're still somewhat bugged. They will charge but if they find something to attack, it seems like their AI turns off and they stop on the spot. So I guess as long as you don't give them anything to attack on the way to your front gate, they will work fine. [[User:Lightning4|Lightning4]] 22:45, 30 December 2007 (EST)&lt;br /&gt;
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== Siege as a blockade == &lt;br /&gt;
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&amp;quot;A siege is a military blockade of a city or fortress with the intent of conquering by force or attrition, often accompanied by an assault. The term derives from the Latin word for &amp;quot;seat&amp;quot; or &amp;quot;sitting.&amp;quot;[1] A siege occurs when an attacker encounters a city or fortress that refuses to surrender and cannot be easily taken by a frontal assault.&amp;quot; --wikipedia &lt;br /&gt;
&lt;br /&gt;
A siege isn't just a blind charge into your cage traps, either.  &lt;br /&gt;
[[User:Moller|Moller]] 14:38, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My last few goblin seiges, have been actual seiges, instead of running around into my traps. The first of 3 squads ran in, about half fell victim to my traps, then ran, then the other 2 squads have been just waiting outside my fort, for 3 months and counting. [[User:OmegaX]] 15-September-2008&lt;br /&gt;
:Just to check, you didn't do anything that would break their pathfinding like triggering cave-ins, locking doors, or raising bridges? -[[User:Fuzzy|Fuzzy]] 14:41, 15 September 2008 (EDT)&lt;br /&gt;
They left after a season, but there were no pathfinding issues, the fort was open, just waiting for them. --[[User:OmegaX|OmegaX]] 21:10, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Best way to counter sieges?==&lt;br /&gt;
So far, the best way I've found to counter sieges is to create a line of traps all around the map. You can't build them just next to the border of the map, only 5 or 6 squares away from it... However, goblins still walks around a little and often hit the traps. It's hard to create enough casualties in this way to stop them, but they hardly ever leave without giving me free stuff and free kills. :) &lt;br /&gt;
Alternatively, setting up balistas or catapults in front of them and firing away is also very rewarding. Too bad it's almost impossible to do without forbidding your dwarves from fetching everything outside, which usually mean that they'll get in the way even if you manage to forbid everything in time. I wish there was a way to allow military dwarves to operate siege engines...--[[User:Eagle of Fire|Eagle of Fire]] 14:47, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I agree.  Traps are a great thing.  I also save VERY often, and when a siege occurs, I will 'force quit' and revert to a previously saved game.         Then I make all my dwarves soldiers and give them time to pick up their equipment. This has proven very successful.--[[User:Keesto|Keesto]] 23:46, 5 September 2008 (EDT) Later...I have found that traps are the best/only defense.  I have set up about 200 cage traps around the map, and also 20 stone fall traps around the entrances. Soldiers are only useful to me now when I release the goblins from their cages- in confined spaces -for a mass slaughter.  Very satisfying.&lt;br /&gt;
&lt;br /&gt;
== Human Leader / Mercenary? ==&lt;br /&gt;
&lt;br /&gt;
I got my third or fourth goblin siege in the current game, and they arrived with a Human Spearmaster in one of their squads. Anyone else got this? Is it worth mentioning in this page?&lt;br /&gt;
:Confirmed: third siege. One of invaders is Human Macelord. He is a best attraction at my zoo right now :). Think, i'll add this. Whoops... someone already has :)--[[User:Dorten|Dorten]] 23:33, 16 January 2008 (EST)&lt;br /&gt;
::My roommate had one in a group of ambushers.  He was wearing a human leather earring, so that's lovely ;) --[[User:FloodSpectre|FloodSpectre]] 20:04, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nifty defense plan ==&lt;br /&gt;
&lt;br /&gt;
On an unrelated note, I figured a pretty nifty way to kill a lot (or all) of a siege by making an outdoors gatehouse with marksdwarves on the battlements... except instead of making it face OUT, I make it face IN, so I let the enemy inside and they get totally annihilated, as they are shot as soon as they appear :)&lt;br /&gt;
&lt;br /&gt;
Something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
########&lt;br /&gt;
=bolts=#&lt;br /&gt;
######@#&lt;br /&gt;
     +@#   g&lt;br /&gt;
     +@# g&lt;br /&gt;
   g +@#   &amp;lt;- goblins on ground floor come this way&lt;br /&gt;
     +@#  g&lt;br /&gt;
     +@#    g&lt;br /&gt;
######@# g&lt;br /&gt;
=bolts=#&lt;br /&gt;
########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This work specially well again enemy shooters, they don't even get a chance to shoot back (and it seems it's nearly impossible to hit my dwarves on higher ground AND behind fortifications).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 23:23, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I recently tried a system like that, where the entrance hall is two floors tall, and I have a marksdwarf barracks on the floor above. They shoot plenty of goblins, and of course I have about 60 stonefall traps there too. I watched laughing as 66% of the goblins thought &amp;quot;AAAH RUN AWAY&amp;quot; and they retreated like sissies :D --[[User:AlexFili|AlexFili]] 11:25, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stealth Sieges ==&lt;br /&gt;
&lt;br /&gt;
It seems that in the new version that sieges don't give announcements anymore. I was still getting my fortress together when one of my woodcutters was ambushed by 10 or so goblins. They proceeded to charge my fort and get killed by the merchants and dogs. Then like 30 seconds later the second wave appeared unannouced at my door. The merchants were in no shape to stand against them and the dogs were all dead. --[[User:Ikkonoishi|Ikkonoishi]] 15:31, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:This sounds more like an [[Ambush|ambush]] than a siege. I've had four seemingly seperate goblin ambush squads all assault my fortress at the same time (four seperate &amp;quot;An ambush! Curse them!&amp;quot;s), each of which was a lot more dangerous than my first siege! -- [[User:Raumkraut|Raumkraut]] 13:00, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== quote from toady, december 27 ==&lt;br /&gt;
(so maybe parts of it changed)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Humans and elves will come some time after they are angry enough at you.&lt;br /&gt;
&lt;br /&gt;
Kobolds will start sending thieves once your pop hits 20 or you've traded a bit (value 500) or you've produced a bit more (value 5000). If they successfully steal objects, they'll come back with more thieves, and if they continue to be successful, they'll bring (buggy) archers. The power of the next attack is based only on how many objects were stolen during the last raid. They'll start sending archers if three or more objects are stolen.[]..they can send as many as 17 thieves and 36 archers, but this is incredibly unlikely. If the stolen object number is five or more, they'll start sending important historical figures.&lt;br /&gt;
&lt;br /&gt;
Goblins start sending kidnappers when your population has hit 50 or you have traded a bit or produced a bit more (5x the kobold numbers). Once your population hits 80, they'll start to send more serious attacks instead of kidnappers on occasion. The numbers sent during the serious attacks depend only on how many attacks you've been through. If they have mounts or monsters(trolls?), they'll start using them on the second attack, with multiple monster packs on the third. Important historical figures also come with the third attack, but master weapon users can come on the second. Important kidnappers come on the second kidnapping attempt.&lt;br /&gt;
&lt;br /&gt;
All of this will be obsolete once I get the armies working properly on the world map, though there will still have to be some artificial mechanism in place to stop early forts from being wiped out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Good, then I shall start war with the elves because there are no goblins.--[[User:CrazyMcfobo|CrazyMcfobo]] 18:22, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Human Sieges ==&lt;br /&gt;
&lt;br /&gt;
I am, right now in v0.28.181.39b, being besieged by about 14 humans, one of which is on a horse carrying a bow. &amp;quot;An enemy is laying siege&amp;quot; or some such came up instead of the usual &amp;quot;A vile force of darkness has arrived&amp;quot;. Even stranger is that they built ''A Campfire'' and are just milling about around it. There is a clear path straight into the heart of my fortress. There is no sign of war on the civ screen. -[[User:Namako|Namako]] 09:21, 22 July 2008 (EDT)&lt;br /&gt;
&amp;lt;br/&amp;gt;It's even worse than that! They're actually doing siege tactics - they sit in their camp until someone goes outside, at which point they all set off to kill that poor sot. Then they return to camp. If it's not outside, they don't care. They also don't seem to be affected by any of my traps. -[[User:Namako|Namako]] 11:52, 22 July 2008 (EDT)&lt;br /&gt;
:just wait until the campfire has burned down and then they will move to the fortress as the goblins do. It might take a while, so no need for hurry. I only had two human sieges in my current fortress until now, but they seem to increase in numbers as the goblins do.&lt;br /&gt;
:*first year: ~10 humans, not mounted, campfire&lt;br /&gt;
:*second year: ~20 humans, 2 squads, mounted. 1 squad with campfire, the second one just waited and had no campfire. After a while, they moved to the fortress, but not both squads at once.&lt;br /&gt;
&lt;br /&gt;
:In my case (v0.28.181.39c), they were affected by my 2 weapon traps. At least at the second siege when they were mounted, during the first one when they had no horses, I had no traps, so I don't know if this has an effect.&lt;br /&gt;
&lt;br /&gt;
:The text of the human siege is &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: In my fort the human guild representative died and once a caravan was slaughtered by an ambush. &lt;br /&gt;
:[[User:Imajia|Imajia]] 18:24, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::now in the 3rd year, a human diplomat arrived instead of the next siege and he offers the following options:&lt;br /&gt;
::''Peace is calling out to us. How do you respond?''&lt;br /&gt;
::Enter: ''I hear her voice. Let us stop this war.''&lt;br /&gt;
::Space: ''We will drown her out with the screams of your dying. Begone.''&lt;br /&gt;
&lt;br /&gt;
::As I'm a beginner, as far as wikis are concerned, it would be nice if someone could update the article. &lt;br /&gt;
::[[User:Imajia|Imajia]] 12:34, 24 July 2008 (EDT)&lt;br /&gt;
:::I've added it in, although I'm also a n00b at this wiki stuff, and kept forgetting important stuff. -[[User:Namako|Namako]] 14:22, 25 July 2008 (EDT)&lt;br /&gt;
::::thanks. As there aren't many reports about human sieges right now, it is a good start. -[[User:Imajia|Imajia]] 03:09, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I have also received a human siege (v0.28.181.39e). Accidentally had the merchant diplomat locked in my fort - he 'left unhappy' (but he and the caravan were otherwise unscathed.) First summer - 10 unmounted humans; second summer - 50 humans, all mounted. Their campfire died down in Fall - it is now mid-Winter and they still haven't entered my fort. Instead they ride their horses in circles outside my gate. I have tried to bait them with expendable dwarfs but they just take them out with crossbows. Dwarven caravan did not even attempt to come in the Fall; also, no goblins or kobolds have dared to raid during the siege. All in all, a pretty effective siege as I do not have yet a military capable of attacking. (3rd year of fort). By the way, when the first siege force arrived I had fewer than 80 dwarves.&lt;br /&gt;
:[[User:Pavlov|Pavlov]] 21:27, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My guild rep died somehow, not really sure what caused it, though my relations before that were fairly good with the humans, aside from a caravan seize once, and when they came back I gave them gifts and large profit margins. Anyways, now theres a seige, I dont see a campfire, but they're definately waiting, eventually they marched into my fort, AVOIDING all the non-cage TRAPS. Cage traps got a few, but they evaded my corridor with 20 weapon traps, and 40+ Stone-fall traps, all loaded and ready. Without a single injury. --[[User:OmegaX|OmegaX]] 02:13, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I remember something about the human merchants and/or guild representatives looking at traps when visiting the fortress, and making them useless against the human siegers. Great ! Now we have Human spies and diplomats, Goblins blitzkrieg, Kobold snipers and Elven commando. Can't wait for Elephant paratroopers and Giant cave spider artillery. [[User:Timst|Timst]] 16:21, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Operation Dumbo Drop and Starship Troopers?--[[User:Maximus|Maximus]] 17:27, 25 October 2008 (EDT)&lt;br /&gt;
::::[http://www.schlockmercenary.com/d/20081211.html Rule 11: Everything is air-droppable at least once] --[[User:Juckto|Juckto]] 08:21, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Avoidable? ==&lt;br /&gt;
&lt;br /&gt;
I just had my first siege in my current fortress, and happened to save right before it started, like 1 or 2 steps before. The goblins killed all of the dwarven caravan that they arrived with, so I reloaded and there was no siege. I haven't been very long in this no-siege alternative univers, so I want to know if it will happen slightly later, or if I have avoided it completely. [[User:Destor|Destor]] 21:39, 19 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just got ambushed, with an elite bowman along with the group, nut definitely not as many goblins as the siege.this is kinda weird. [[User:Destor|Destor]] 21:48, 19 October 2008 (EDT)&lt;br /&gt;
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== What about constructed walls? ==&lt;br /&gt;
&lt;br /&gt;
The page says trolls will smash all buildings. But what about constructed walls? The Construction page says constructed walls/floors act as inert terrain objects. --[[User:Xonara|Xonara]] 05:10, 24 October 2008 (EDT)&lt;br /&gt;
:[Building Destroyer]s like trolls ignore constructs like walls and floors, they only smash things like doors and bridges. [[User:HeWhoIsPale|HeWhoIsPale]] 09:22, 24 October 2008 (EDT)&lt;br /&gt;
::Ok, thanks. That was causing me some confusion. --[[User:Xonara|Xonara]] 17:34, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could someone update my add-on about megabeasts? It was lacking info about them but it's pretty general right now. --[[User:Squeegy|Squeegy]] 16:30, 1 November 2008 (EDT)&lt;br /&gt;
:Could use an update, indeed!  It's verified in the advanced world gen parameters that world generation stop is based on percentage of surviving megabeasts (default 80%), and that number can be modified when creating a world with advanced parameters (I myself typically lower it to 60%, in hopes of more roving hydras for my fortress to face).  I would also write a few words about cage traps and the dangers they present to a fortress, as I once had a caged titan break out of his cage and lay waste to the inner sanctum of a fortress.  --[[User:Eddie|Eddie]] 17:55, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Megabeast Trigger ===&lt;br /&gt;
&lt;br /&gt;
So, I'm in my 9th year with a population of 79 and haven't seen a megabeast yet, despite over 5 million in fortress wealth.  I'd say the trigger has to be population and not wealth.  --[[User:Squirrelloid|Squirrelloid]] 02:50, 5 December 2008 (EST)&lt;br /&gt;
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== Mining ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for a human siege to mine into your base? I've played around in adventure mode and seen (and killed) a few human miners, so I was wondering if the humans were ever smart enough to bring one along and tunnel into your base. [[User:Milskidasith|Milskidasith]] 10:42, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Not yet, unfortunately. Rock walls and constructions of any type remain impervious. They can't fill in dry moats yet, either. Fortunately for the humans, a dwarf fortress can't survive indefinitely without imports, migrants, or fresh lumber, and human besiegers tend to be more cautious than goblins, so they can still endanger your survival indirectly. --[[User:Navian|Navian]] 12:36, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Currently my fortress is pretty well self sustaining, though due to pathfinding errors my dwarves refuse to take the inside stairs to my exploratory mining chamber. I'm at my population cap (130) and my food and drinks are fairly stable at 200 seeds, 500 alcohol, 600~700 prepared meals, and 300 plants. At the very least, I'm (very lucky to be) prepared for the next human siege (the first one was a group of pansies who managed to get killed without me noticing (long story short, I assigned my squads to a mountain near the humans for the high ground, and some crossbowdwarves went around the long way and shot their way through the humans (who didn't have any crossbowmen, at least not after the first volley of dwarven bolts) and left only a few for cleanup.&lt;br /&gt;
&lt;br /&gt;
:Oh, did I mention my ''War [[Giant eagle]]?'' The thing kicks MAJOR ass. [[User:Milskidasith|Milskidasith]] 16:53, 9 November 2008 (EST)&lt;br /&gt;
::You can't have a war giant eagle.  Dogs are the only thing that can be trained to war animals.  Brag if you like, we all do it, but don't lie. --[[User:ThunderClaw|ThunderClaw]] 17:16, 9 November 2008 (EST)&lt;br /&gt;
::: I edited the raws to make it trainable. And don't say that can't be done, they tell you how to do it (for elephants, but still) on this very Wiki.[[User:Milskidasith|Milskidasith]] 17:19, 9 November 2008 (EST)&lt;br /&gt;
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::::War eagles do sound pretty cool.  Do their heads always face left, by the way?[http://www.snopes.com/history/american/turnhead.asp]--[[User:Maximus|Maximus]] 17:42, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Actually, I thought more along the lines of the SCREAMIN EAGLES! reference from Valve (it's what you get if you have feedback rank 10 on Steam, and the soldier shouts it in TF2, but I can't remember where it came from). You want to know the eagle's name, by the way? Tribeflags. Yeah, it's kind of a lame name, bu&lt;br /&gt;
&lt;br /&gt;
''The above poster was found with this edit partially made, brutally mauled by a large bird like creature. If you wish to contact this person, consult the nearest dwarven shaman or bonespeaker. Thank you. '''Dwarven office of half finished notes cut short by death.''    [[User:Milskidasith|Milskidasith]] 21:56, 9 November 2008 (EST)&lt;br /&gt;
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==Goblin Morale==&lt;br /&gt;
Does anyone else find that the goblins have really bad moral? I just had 4 squads run away, because 3 goblins died. That wasn't even half a squad, and I really wanted the iron. Any thoughts on why they are so cowardly? [[User:Dangerous Beans|Dangerous Beans]] 21:02, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It might be dependent on whether the squad leader gets killed.  Hard to tell, though -- most battles are pretty chaotic.--[[User:Maximus|Maximus]] 22:11, 4 December 2008 (EST)&lt;br /&gt;
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::That might be it, the squad leader was the first to be cut in half by a trap :D [[User:Dangerous Beans|Dangerous Beans]] 00:42, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::ah, i was wondering why half of 'em ran off. 3 squads of goblins, two of about 10 and a main one of 15. after the first two had been anhialated (literally. not a scratch on any of my 20-strong crew), the larger squad started running away (or, diverted their path off to one side of the map, away from my fort), and the 'SIEGE' in the corner disappeared. but.. you'd have thought the leader would be in the main squad, right? it was a squad of 4 lashers (whip-users) and 11 wrestlers, with a single 'goblin spearmaster'.&amp;lt;br&amp;gt;how can you tell who's the leader? and is it useful to chase them off? (apart from the obvious iron and such) perhaps stopping them coming back next time as part of a larger squad? --[[User:DJ Devil|DJ Devil]] 11:44, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Siegers Listen to Orders ==&lt;br /&gt;
I can make my human siegers wait or not by changing orders;  if dwarves are allowed to go outside, they will approach any usable entrances, but if I tell them to bunker down, they bugger off back to their campfires.  &amp;quot;Pet Doors&amp;quot;(forbidden, pet-passable) are useful for this, since they allow siegers to approach but don't let dwarves outside to die.&lt;br /&gt;
&lt;br /&gt;
==I Said Stay Inside!==&lt;br /&gt;
So I've taken the ramps off of a pair of hills, making them into circular towers of natural stone. Then I connected them with a wall. I put a door with a bridge over it to let me get through, and set it up so I could retract the bridge and isolate the second hill if necessary. I built a food stockpile and a meeting hall under the second hill. Then some goblins laid siege. I told the dwarves to stay inside. A squad of bowgoblins walked over to my wall. I didn't think this was a problem, until i started getting messages about dwarves bleeding to death. They were running across the wall to get to my backup food stockpile and meeting hall. Apparently they thought &amp;quot;I can't go outside, but the meeting hall isn't outside, so I should be ok to walk across this narrow walkway, completely exposing my silhouette to enemy fire. Y'know what, I'll take my baby with me.&amp;quot; The only good thing was that the goblins were so busy shooting at my helpless dwarves and their pets that my pair of champion melee fighters were able to tear their flank a new one. Something should probably be updated to reflect that this can happen, but I don't know what and how. For now, I'll be widening the walls and lining them with fortifications. That should make them able to make the trip without dying, at least.--[[User:Pyrite|Pyrite]] 07:49, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hungry, Hungry &amp;lt;s&amp;gt;Hippos&amp;lt;/s&amp;gt; Goblins ==&lt;br /&gt;
&lt;br /&gt;
So I have been collecting goblins from previous sieges and forcing them into an inescapable room with nothing restraining them, does anyone here know if they do eventually die uncaged? I want to set up a mega doomsday lever that lets 100+ goblins into my fortress.&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18500</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18500"/>
		<updated>2009-05-17T21:12:59Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Friendlies completely immune to traps? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
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I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
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This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future. [[User:Heliman|Heliman]] 11:16, 16 May 2009 (EST)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
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It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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Well it depends, if the trap in question is a spike trap, it will not discriminate between friend or foe, otherwise a trap shouldn't harm any conscious ally--[[User:Heliman|Heliman]] 2:12, May 17 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
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So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6543</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6543"/>
		<updated>2009-05-16T18:47:24Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Cage Trap */&lt;/p&gt;
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&lt;div&gt;:''For traps used to catch [[vermin]], see [[animal trap]].''&lt;br /&gt;
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'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
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Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' [[unconscious]] creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
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==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.  Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril. &lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
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==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapons such as the [[large, serrated disc]] that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed with a corpse each time it kills a creature. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor or the [[mechanics]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using only [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]], it will jam if any non-ranged weapons are included.&lt;br /&gt;
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Unlike other traps, weapon traps benefit from being constructed with high quality mechanisms.  Weapon traps are more accurate the better their mechanism.  Since weapon traps can be constructed with multiple weapons, and each weapon's attack is calculated separately, traps with multiple weapons benefit more from high-quality mechanisms than do traps with only one weapon.  If you manage to get an artifact [[mechanism]], stuff it with as many weapons as possible!&lt;br /&gt;
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Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
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:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
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==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.  Cage traps will alert you to ambushes when triggered by hidden invaders, making a useful forward defense mechanism.&lt;br /&gt;
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It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.  Also, the creature captured in the cage will have no effect on the cage itself (a caged [[fire imp]] will not burn down a wooden cage, for example).&lt;br /&gt;
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Cage traps are also useful for catching animals for use in the [[meat industry]].&lt;br /&gt;
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:*Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:*Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
:*If the trap is a Dark Green, then it does not have a cage in it.&lt;br /&gt;
:*If the trap is a Light Green, Then it does have a cage in it.&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
===Berserk dwarves===&lt;br /&gt;
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes).  Captured dwarves, like any creature, will not die as long as they are stored in a cage, and relationships others have with these dwarves are maintained.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out. If a corpse is in a square when the trap is triggered, it will be skewered again on the spike.&lt;br /&gt;
&lt;br /&gt;
Testing has shown that there is no limit to the number of creatures a single spike can strike and impale-testing with recruits ordered to stand on a retracted spike resulted in all six recruits getting killed instantaneously and stuck on the spike. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], creating sacrificial altars (blood for the blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a [[siege]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Heliman&amp;diff=49015</id>
		<title>User:Heliman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Heliman&amp;diff=49015"/>
		<updated>2009-05-16T18:18:09Z</updated>

		<summary type="html">&lt;p&gt;Heliman: Created page with 'hehe.... ha..ahha... BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hehe.... ha..ahha... BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18499</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18499"/>
		<updated>2009-05-16T18:17:15Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Stop dwarves from automaticaly cleaning traps and getting killed. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
&lt;br /&gt;
: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future. [[User:Heliman|Heliman]] 11:16, 16 May 2009 (EST)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
&lt;br /&gt;
''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
&lt;br /&gt;
I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flame Belcher ==&lt;br /&gt;
&lt;br /&gt;
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
&lt;br /&gt;
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
&lt;br /&gt;
I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
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So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18498</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18498"/>
		<updated>2009-05-16T18:15:53Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Stop dwarves from automaticaly cleaning traps and getting killed. */&lt;/p&gt;
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&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
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I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
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This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future.&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
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It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
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So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Help!_My_civilians_keep_running_into_combat!&amp;diff=44518</id>
		<title>40d Talk:Help! My civilians keep running into combat!</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Help!_My_civilians_keep_running_into_combat!&amp;diff=44518"/>
		<updated>2009-05-16T18:08:55Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Dwarves don't always stay inside. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New options in v0.28.181.40a ==&lt;br /&gt;
&lt;br /&gt;
The new options in v0.28.181.40a allow for objects to be forbidden automatically. Ive edited the article to match. --[[User:Mabmoro|mabmoro]] 11:09, 21 August 2008 (EDT)&lt;br /&gt;
:Awesome sauce. Nice when one of [http://www.bay12games.com/forum/index.php?topic=5939.0 your own suggestions] is acted upon. --[[User:Juckto|Juckto]] 04:56, 28 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarves don't always stay inside. ==&lt;br /&gt;
added something I noticed to &amp;quot;all dwarves stay inside.&amp;quot; this seemed to be the best place to put it.--[[User:Pyrite|Pyrite]] 04:24, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd actually noted that before, but not on this page.  Its not so much that the item they want is outside, its that 'Dwarves Stay Inside' doesn't stop dwarves from *pathing* outside, it merely causes dwarves to cancel whatever they're doing if/when they find themselves outside.  They'll never actually complete any such job, merely keep canceling, returning inside, and immediately repathing through the outdoors.&lt;br /&gt;
:This also isn't the only way in which the pathing behavior is different than the permissions behavior.  For example, doors which are tightly closed (no pet use) don't stop pets from pathing through them, which is why you get pet pile-ups at such doors. &lt;br /&gt;
:Ultimately this is a programming flaw which will hopefully be rectified at some point.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 04:32, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I changed the wording to be more clear, and I do think this is a good place for this.--[[User:Pyrite|Pyrite]] 06:44, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I noticed another thing too, some of my dwarves that are at a high enough level of agility will pierce through outside areas that are one tile wide easily, well trained ones can sometimes get up to 3 tiles in before realizing their position, --[[User:Heliman|Heliman]] 11:08, 16 May 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Help!_My_civilians_keep_running_into_combat!&amp;diff=44517</id>
		<title>40d Talk:Help! My civilians keep running into combat!</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Help!_My_civilians_keep_running_into_combat!&amp;diff=44517"/>
		<updated>2009-05-16T18:08:41Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Dwarves don't always stay inside. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New options in v0.28.181.40a ==&lt;br /&gt;
&lt;br /&gt;
The new options in v0.28.181.40a allow for objects to be forbidden automatically. Ive edited the article to match. --[[User:Mabmoro|mabmoro]] 11:09, 21 August 2008 (EDT)&lt;br /&gt;
:Awesome sauce. Nice when one of [http://www.bay12games.com/forum/index.php?topic=5939.0 your own suggestions] is acted upon. --[[User:Juckto|Juckto]] 04:56, 28 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarves don't always stay inside. ==&lt;br /&gt;
added something I noticed to &amp;quot;all dwarves stay inside.&amp;quot; this seemed to be the best place to put it.--[[User:Pyrite|Pyrite]] 04:24, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd actually noted that before, but not on this page.  Its not so much that the item they want is outside, its that 'Dwarves Stay Inside' doesn't stop dwarves from *pathing* outside, it merely causes dwarves to cancel whatever they're doing if/when they find themselves outside.  They'll never actually complete any such job, merely keep canceling, returning inside, and immediately repathing through the outdoors.&lt;br /&gt;
:This also isn't the only way in which the pathing behavior is different than the permissions behavior.  For example, doors which are tightly closed (no pet use) don't stop pets from pathing through them, which is why you get pet pile-ups at such doors. &lt;br /&gt;
:Ultimately this is a programming flaw which will hopefully be rectified at some point.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 04:32, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I changed the wording to be more clear, and I do think this is a good place for this.--[[User:Pyrite|Pyrite]] 06:44, 16 December 2008 (EST)&lt;br /&gt;
:I noticed anothe thing too, some of my dwarves that are at a high enough level of agility will pierce through outside areas that are one tile wide easily, well trained ones can sometimes get up to 3 tiles in before realizing their position, --[[User:Heliman|Heliman]] 11:08, 16 May 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29180</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29180"/>
		<updated>2009-05-12T02:54:39Z</updated>

		<summary type="html">&lt;p&gt;Heliman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
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&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner who was wounded in a mine collapse lie where he fell for a long time before someone came to pick him up, even after prioritizing that a single peasant would do nothing but Health Care.  I had even made sure that the Health Care dwarf had &amp;quot;likes doing stuff for others&amp;quot; in his profile/thoughts. --[[User:FJH|FJH]] 15:40, 25 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Brown Wounds ==&lt;br /&gt;
&lt;br /&gt;
my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
&lt;br /&gt;
:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spleen, kidney etc. ==&lt;br /&gt;
&lt;br /&gt;
What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New version and light wounds ==&lt;br /&gt;
&lt;br /&gt;
The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
&lt;br /&gt;
Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
&lt;br /&gt;
[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a war dog with lightly-wounded right lung, left lung, and heart.  From combat (with a kobold thief), not from temperature exposure. -[[User:Greycat|Greycat]] 19:57, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== wounded but not resting ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
&lt;br /&gt;
If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
:::I have an ex-guard with a red lung injury. He's been that way for about 4 years so is it possible that lungs can't heal? At first he passed out a lot from being winded but after training him up as an engraver to improve his toughness he's able to go about a normal dwarven life. I've had a lot of odd injuries in this fortress; two guys lost both eyes somehow. One of them, a champion, seemed unperturbed by this and went on with his job for about a year until a goblin bowman took him out with a lucky shot. The other was a hunter and spammed up the announcements with &amp;quot;cancelled job: unconcious&amp;quot;. He had to be... disposed of. Later, after accidentally releasing a caged titan in my entrance hall, my bone carver got a mangled stomach and lower body. I was preparing for him to die but amazingly he recovered his stomach in a season but it took him a lot longer to heal his other injury. Finally, one of my champions managed to break his lower back while sparring. I've provided him with a nice hospital where he can be looked after for the rest of his days but I fear one day he'll go beserk due to loneliness and boredom. --[[User:Paradigmlost|Paradigmlost]] 19:24, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
This is caused by some problem with the bed they are placed on.  Removing the bed they are on seems to fix the problem for me everytime it happens.  --[[User:Engy|Engy]] 22:46, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== broken leg ==&lt;br /&gt;
&lt;br /&gt;
can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
&lt;br /&gt;
I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a dwarf with a broken leg fall into a strange mood.  He got up off his sickbed, limped to a workshop, claimed it, etc. -- all at a fraction of normal dwarf walking speed.  He finished the artifact, then went back to his sickbed to finish healing. -[[User:Greycat|Greycat]] 19:55, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken brain? ==&lt;br /&gt;
&lt;br /&gt;
I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
::::::The simplest method I've found for silencing Dwarves (Usually to put them out of their misery) is to have the a room of hospital beds connected to a pump with a nearby water source (aquifer or brook, usually). In the event that a dwarf has permanently debilitating wounds, you can simply flood the room. Even a normal door will hold back 7/7 tiles of water, so all you have to do is lock them in to make sure no other dwarves decide to open it. [[User:Xennith|Xennith]] 10:45 AM, 2 March 2009 (PST)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
&lt;br /&gt;
==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
&lt;br /&gt;
:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
&lt;br /&gt;
:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
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:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
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:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
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*sorry to interrupt*&lt;br /&gt;
i have a war dog with a red (mangled?) 'right rear leg' and 'head'. it's been like that for about a year now, crawling aruond the fortress and sitting where it's former master died (with it's/another dog's two puppies, might i add), passing out all the time. will it die soon? infact, shouldnt it be dead already, having a mangled head? (no internal organs seem to be damaged)&lt;br /&gt;
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== Down, but not Out ==&lt;br /&gt;
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Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
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:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
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== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;br /&gt;
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:this worked for me, too.  I also don't know whether he'll recover yet, but the bolt is out of his arm. --[[User:Khummsein|Khummsein]] 01:11, 5 March 2009 (EST)&lt;br /&gt;
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::Worked all the way.  Legendary carpenter was up and running around, eating up all my wood again.  Really quickly, too (maybe a month or two game time?  This after lying in bed for almost 2 years). --[[User:Khummsein|Khummsein]] 10:08, 6 March 2009 (EST)&lt;br /&gt;
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:::i'll edit the page accordingly then [[User:Kotekzot|Kotekzot]] 17:31, 18 March 2009 (UTC)&lt;br /&gt;
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== Dismembered Dwarves Permanently Bedridden? ==&lt;br /&gt;
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I have a dwarf who got his hand bitten off and his upper and lower body broken.  After a year or so he was completely healed, albeit still handless.  He still hasn't gotten out of bed, though.  Will he ever recover, or is this a bug?--[[User:Zipdog|Zipdog]] 05:22, 14 April 2009 (UTC)&lt;br /&gt;
: Maybe try deconstructing the bed in question, as above? (Next release will bring doctors and splints, apparently; maybe lopped off limbs will be colored purple or something other than another shade of lightly wounded gray...) --[[User:Jellyfishgreen|Jellyfishgreen]] 21:04, 16 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29179</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29179"/>
		<updated>2009-05-12T02:52:21Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Really wierd guard */&lt;/p&gt;
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&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
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[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
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Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
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:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
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same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
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:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
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== Priority of [[health care]] task ==&lt;br /&gt;
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I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
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I had a miner who was wounded in a mine collapse lie where he fell for a long time before someone came to pick him up, even after prioritizing that a single peasant would do nothing but Health Care.  I had even made sure that the Health Care dwarf had &amp;quot;likes doing stuff for others&amp;quot; in his profile/thoughts. --[[User:FJH|FJH]] 15:40, 25 March 2009 (EST)&lt;br /&gt;
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== Brown Wounds ==&lt;br /&gt;
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my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
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:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
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== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
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I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
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I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
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I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
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&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
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Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
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:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
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:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
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What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
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The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
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Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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I've got a war dog with lightly-wounded right lung, left lung, and heart.  From combat (with a kobold thief), not from temperature exposure. -[[User:Greycat|Greycat]] 19:57, 12 April 2009 (UTC)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
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I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
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If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
:::I have an ex-guard with a red lung injury. He's been that way for about 4 years so is it possible that lungs can't heal? At first he passed out a lot from being winded but after training him up as an engraver to improve his toughness he's able to go about a normal dwarven life. I've had a lot of odd injuries in this fortress; two guys lost both eyes somehow. One of them, a champion, seemed unperturbed by this and went on with his job for about a year until a goblin bowman took him out with a lucky shot. The other was a hunter and spammed up the announcements with &amp;quot;cancelled job: unconcious&amp;quot;. He had to be... disposed of. Later, after accidentally releasing a caged titan in my entrance hall, my bone carver got a mangled stomach and lower body. I was preparing for him to die but amazingly he recovered his stomach in a season but it took him a lot longer to heal his other injury. Finally, one of my champions managed to break his lower back while sparring. I've provided him with a nice hospital where he can be looked after for the rest of his days but I fear one day he'll go beserk due to loneliness and boredom. --[[User:Paradigmlost|Paradigmlost]] 19:24, 11 February 2009 (EST)&lt;br /&gt;
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This is caused by some problem with the bed they are placed on.  Removing the bed they are on seems to fix the problem for me everytime it happens.  --[[User:Engy|Engy]] 22:46, 27 March 2009 (UTC)&lt;br /&gt;
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== broken leg ==&lt;br /&gt;
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can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
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I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
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I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
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I had a dwarf with a broken leg fall into a strange mood.  He got up off his sickbed, limped to a workshop, claimed it, etc. -- all at a fraction of normal dwarf walking speed.  He finished the artifact, then went back to his sickbed to finish healing. -[[User:Greycat|Greycat]] 19:55, 12 April 2009 (UTC)&lt;br /&gt;
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== Broken brain? ==&lt;br /&gt;
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I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
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:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
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== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
::::::The simplest method I've found for silencing Dwarves (Usually to put them out of their misery) is to have the a room of hospital beds connected to a pump with a nearby water source (aquifer or brook, usually). In the event that a dwarf has permanently debilitating wounds, you can simply flood the room. Even a normal door will hold back 7/7 tiles of water, so all you have to do is lock them in to make sure no other dwarves decide to open it. [[User:Xennith|Xennith]] 10:45 AM, 2 March 2009 (PST)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
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==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
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:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
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:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
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:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
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:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
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:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
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*sorry to interrupt*&lt;br /&gt;
i have a war dog with a red (mangled?) 'right rear leg' and 'head'. it's been like that for about a year now, crawling aruond the fortress and sitting where it's former master died (with it's/another dog's two puppies, might i add), passing out all the time. will it die soon? infact, shouldnt it be dead already, having a mangled head? (no internal organs seem to be damaged)&lt;br /&gt;
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== Down, but not Out ==&lt;br /&gt;
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Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
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:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
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== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;br /&gt;
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:this worked for me, too.  I also don't know whether he'll recover yet, but the bolt is out of his arm. --[[User:Khummsein|Khummsein]] 01:11, 5 March 2009 (EST)&lt;br /&gt;
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::Worked all the way.  Legendary carpenter was up and running around, eating up all my wood again.  Really quickly, too (maybe a month or two game time?  This after lying in bed for almost 2 years). --[[User:Khummsein|Khummsein]] 10:08, 6 March 2009 (EST)&lt;br /&gt;
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:::i'll edit the page accordingly then [[User:Kotekzot|Kotekzot]] 17:31, 18 March 2009 (UTC)&lt;br /&gt;
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== Dismembered Dwarves Permanently Bedridden? ==&lt;br /&gt;
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I have a dwarf who got his hand bitten off and his upper and lower body broken.  After a year or so he was completely healed, albeit still handless.  He still hasn't gotten out of bed, though.  Will he ever recover, or is this a bug?--[[User:Zipdog|Zipdog]] 05:22, 14 April 2009 (UTC)&lt;br /&gt;
: Maybe try deconstructing the bed in question, as above? (Next release will bring doctors and splints, apparently; maybe lopped off limbs will be colored purple or something other than another shade of lightly wounded gray...) --[[User:Jellyfishgreen|Jellyfishgreen]] 21:04, 16 April 2009 (UTC)&lt;br /&gt;
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== Zombie guard? ==&lt;br /&gt;
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I set up a dwarf fort in side a small human settlement and after my sixth year or so decided to cave in their main building, with hilarious results. Quite a few humies who were on the top floor lived, with more than a few injuries. Then looking back a few seasons later I found the weirdest thing I have ever seen in DF. Icop Shellcat, the human guard survived the crash and was currently still living with a lopped off brain.&lt;br /&gt;
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If this guard lives much longer, I'll have to create a shrine or something, he's been living brainless for nearly a year and idk whats going on.&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29178</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29178"/>
		<updated>2009-05-12T02:42:43Z</updated>

		<summary type="html">&lt;p&gt;Heliman: /* Really wierd guard */ new section&lt;/p&gt;
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&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
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[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
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Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
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:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
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same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
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:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
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== Priority of [[health care]] task ==&lt;br /&gt;
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I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
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I had a miner who was wounded in a mine collapse lie where he fell for a long time before someone came to pick him up, even after prioritizing that a single peasant would do nothing but Health Care.  I had even made sure that the Health Care dwarf had &amp;quot;likes doing stuff for others&amp;quot; in his profile/thoughts. --[[User:FJH|FJH]] 15:40, 25 March 2009 (EST)&lt;br /&gt;
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== Brown Wounds ==&lt;br /&gt;
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my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
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:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
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== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
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I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
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I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
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I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
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&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
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Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
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:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
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:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
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What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
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The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
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Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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I've got a war dog with lightly-wounded right lung, left lung, and heart.  From combat (with a kobold thief), not from temperature exposure. -[[User:Greycat|Greycat]] 19:57, 12 April 2009 (UTC)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
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I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
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If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
:::I have an ex-guard with a red lung injury. He's been that way for about 4 years so is it possible that lungs can't heal? At first he passed out a lot from being winded but after training him up as an engraver to improve his toughness he's able to go about a normal dwarven life. I've had a lot of odd injuries in this fortress; two guys lost both eyes somehow. One of them, a champion, seemed unperturbed by this and went on with his job for about a year until a goblin bowman took him out with a lucky shot. The other was a hunter and spammed up the announcements with &amp;quot;cancelled job: unconcious&amp;quot;. He had to be... disposed of. Later, after accidentally releasing a caged titan in my entrance hall, my bone carver got a mangled stomach and lower body. I was preparing for him to die but amazingly he recovered his stomach in a season but it took him a lot longer to heal his other injury. Finally, one of my champions managed to break his lower back while sparring. I've provided him with a nice hospital where he can be looked after for the rest of his days but I fear one day he'll go beserk due to loneliness and boredom. --[[User:Paradigmlost|Paradigmlost]] 19:24, 11 February 2009 (EST)&lt;br /&gt;
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This is caused by some problem with the bed they are placed on.  Removing the bed they are on seems to fix the problem for me everytime it happens.  --[[User:Engy|Engy]] 22:46, 27 March 2009 (UTC)&lt;br /&gt;
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== broken leg ==&lt;br /&gt;
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can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
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I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
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I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
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I had a dwarf with a broken leg fall into a strange mood.  He got up off his sickbed, limped to a workshop, claimed it, etc. -- all at a fraction of normal dwarf walking speed.  He finished the artifact, then went back to his sickbed to finish healing. -[[User:Greycat|Greycat]] 19:55, 12 April 2009 (UTC)&lt;br /&gt;
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== Broken brain? ==&lt;br /&gt;
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I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
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:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
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== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
::::::The simplest method I've found for silencing Dwarves (Usually to put them out of their misery) is to have the a room of hospital beds connected to a pump with a nearby water source (aquifer or brook, usually). In the event that a dwarf has permanently debilitating wounds, you can simply flood the room. Even a normal door will hold back 7/7 tiles of water, so all you have to do is lock them in to make sure no other dwarves decide to open it. [[User:Xennith|Xennith]] 10:45 AM, 2 March 2009 (PST)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
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==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
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:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
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:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
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:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
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:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
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:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
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*sorry to interrupt*&lt;br /&gt;
i have a war dog with a red (mangled?) 'right rear leg' and 'head'. it's been like that for about a year now, crawling aruond the fortress and sitting where it's former master died (with it's/another dog's two puppies, might i add), passing out all the time. will it die soon? infact, shouldnt it be dead already, having a mangled head? (no internal organs seem to be damaged)&lt;br /&gt;
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== Down, but not Out ==&lt;br /&gt;
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Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
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:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
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== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;br /&gt;
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:this worked for me, too.  I also don't know whether he'll recover yet, but the bolt is out of his arm. --[[User:Khummsein|Khummsein]] 01:11, 5 March 2009 (EST)&lt;br /&gt;
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::Worked all the way.  Legendary carpenter was up and running around, eating up all my wood again.  Really quickly, too (maybe a month or two game time?  This after lying in bed for almost 2 years). --[[User:Khummsein|Khummsein]] 10:08, 6 March 2009 (EST)&lt;br /&gt;
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:::i'll edit the page accordingly then [[User:Kotekzot|Kotekzot]] 17:31, 18 March 2009 (UTC)&lt;br /&gt;
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== Dismembered Dwarves Permanently Bedridden? ==&lt;br /&gt;
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I have a dwarf who got his hand bitten off and his upper and lower body broken.  After a year or so he was completely healed, albeit still handless.  He still hasn't gotten out of bed, though.  Will he ever recover, or is this a bug?--[[User:Zipdog|Zipdog]] 05:22, 14 April 2009 (UTC)&lt;br /&gt;
: Maybe try deconstructing the bed in question, as above? (Next release will bring doctors and splints, apparently; maybe lopped off limbs will be colored purple or something other than another shade of lightly wounded gray...) --[[User:Jellyfishgreen|Jellyfishgreen]] 21:04, 16 April 2009 (UTC)&lt;br /&gt;
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== Really wierd guard ==&lt;br /&gt;
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I set up a dwarf fort in side a small human settlement and after my sixth year or so decided to cave in their main building, with hilarious results. Quite a few humies who were on the top floor lived, with more than a few injuries. Then looking back a few seasons later I found the weirdest thing I have ever seen in DF. Icop Shellcat, the human guard survived the crash and was currently still living with a lopped off brain.&lt;br /&gt;
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If this guard lives much longer, I'll have to create a shrine or something, he's been living brainless for nearly a year and idk whats going on.&lt;/div&gt;</summary>
		<author><name>Heliman</name></author>
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