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40d Talk:Animal trap

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So dwarves can make and use animal traps WITHOUT the hunting skill? Just trapping? Does this ensure that my carpenter won't go try and wrestle elephants? --DDouble 15:28, 9 November 2007 (EST)

Yup. Just activate Trapping and leave Hunting alone. -EarthquakeDamage 02:06, 10 November 2007 (EST)

Effectiveness[edit]

Does this work? Does it work agains the Hoary marmot that wake everyone up and stop them working?GarrieIrons 07:11, 5 February 2008 (EST)

Hoary Marmots aren't vermin! You'll have to build real cages to trap them.--Dadamh 16:26, 4 June 2008 (EDT)

What is the point of baiting traps with gems, or catching live fish with a trap? Can you dump the fish into a pond? Something to do with the Fishery? -- RomeoFalling 08:51, 23 September 2009 (UTC)

  • If you catch a live turtle, you can tame it and either put it in a zoo or make it available as a pet. If you catch a live moghopper, you can also process it into mog juice. Baiting traps with gems doesn't actually work in 40d, though presumably it's intended to catch vermin that don't eat but would otherwise be attracted to a shiny object. --Quietust 13:05, 23 September 2009 (UTC)

Ridding myself of vermin in traps[edit]

I have successfully trapped three lizards, and they are all sitting in my animal storage room. I worry that my Mayor(who has a deathly fear of lizards) will come in and see them. I'd like to make them into food, but I tamed one and then it couldn't be designated for slaughter. What should I do? Melt the traps? Shoez 23:00, 7 April 2008 (EDT)

You can't butcher vermin, much less get material from them. --GreyMario 00:15, 8 April 2008 (EDT)
Just wait some time. Sometimes, dwarves will come in and eat them. Qwertyu 05:21, 8 April 2008 (EDT)

Old version[edit]

If you compare this article with the article of the old wiki you see how it can be improved. Death Dragon 07:13, 3 May 2008 (EDT)

Differences from old version[edit]

Just did a little bit of research on this in my current game. Seems the trapper doesn't wander about as much as he used to. He heads straight to where your food is (i.e. he ignores empty food stockpiles) and will only move away from there if he spots a vermin. He wanders back and forth between stockpiles if he can't find any vermin in the first one he goes to. I even tried building the kennels outside a long distance away from my fort, designating a new food stockpile next to it, and blocked off the path to where my actual food was with bridges. He picked up the animal trap and then just spammed "could not find path" errors. Makes it difficult to catch outdoor vermin unless you store all your food outdoors. --Morlark 17:42, 14 June 2008 (EDT)

Bait Robbing[edit]

What's robbing them? Vermin, Small animals, large animals, something more fun?--Seaneat 01:24, 4 August 2008 (EDT)

Artifact Traps[edit]

My Secretive dwarf made a Smoky Quartz Animal Trap, with some random pictures of dwarves etc. Will this help attract vermin? --Stinhad Limarezum 02:57, 22 October 2008 (EDT)

Unlikely, although if the quality of an animal trap has an influence on its ability to catch things (I don't know if it does), then it will probably work as well as a Masterpiece trap.--Maximus 12:33, 22 October 2008 (EDT)
Perhaps trap quality reduces the frequency with which the bait gets robbed... just speculating here.--Maximus 12:37, 22 October 2008 (EDT)
What labor did he get his strange mood in? Gairabad 19:50, 18 November 2008 (EST)
Very nice question! Normally animal traps are trapper-only constructions, which suggests trapper is moodable. I'll post the question on Stinhad's page in case (he) misses the post here.--Maximus 21:13, 18 November 2008 (EST)
Just got one myself, he took a carpenter's workshop but was possesed, so I'm not sure wether it was for trapping or carpenter. It does seem to catch things extremely quickly, I set it, went to look at the wiki to see if different baits made a diffrence, and it had captured a toad by the time I got back ~20 seconds.--Finbeer 13:03, 6 December 2008 (EST)
Strangely enough, dwarves who build traps in moods don't use the trapper skill, they use a skill suitable to the material the trap is built with. I had a dwarf take possession of a craftsdwarf shop and make a turtle shell animal trap in a mood, and he gained bonecarver skill. I suppose this is similar to how dwarves can build theoretically possible but not normally orderable items while in moods, like rock or metal beds. --Squirrelloid 15:43, 8 December 2008 (EST)

Firehazards[edit]

Is it possible for creatures (eg. fire imps, dragons, and other fun things) to breath fire while in a cage upon your hapless dwarves?--Drunken dwarf

Not as far as I know. I haven't tried it myself, but I've read of defensive strategies involving placing a caged fire-breathing creature behind fortifications. Wall it in, release the cage (using a lever), and then require intruders to walk past it. Note that the Dungeon Master can also tame these creatures. I never play that long, though, so for my money they just make for very impressive zoos. -- RomeoFalling 05:00, 20 September 2009 (UTC)