v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 23a:Animal trap

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "23a"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Exceptional|15:51, 30 September 2010 (UTC)}}{{av}}
+
{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}
:''For information on other types of traps, or trapping non-vermin land animals see [[Trap]].''
+
:''For information on other types of traps, or trapping non-vermin land animals see {{L|Trap}}.''
  
'''Animal traps''' are special [[trap]]s used to catch live [[vermin]] or [[fish]] from the [[river]], ''not'' (large) land [[animal]]s. Creating an animal trap requires a dwarf with the [[trapping]] [[labor]] designated, rather than [[carpentry]] or [[metalsmithing]], despite the fact that they are constructed at a [[carpenter's workshop]] or a [[metalsmith's forge]]. You may want to build separate workshops or forges to construct animal traps if you do it large scale, for if you do not have an unoccupied dwarf with the trapping skill active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks.
+
'''Animal traps''' are special {{L|trap}}s used to catch live {{L|vermin}} or {{L|fish}} from the {{L|river}}, ''not'' (large) land {{L|animal}}s. Creating an animal trap requires a dwarf with the {{L|trapping}} {{L|labor}} designated, rather than {{L|carpentry}} or {{L|metalsmithing}}, despite the fact that they are constructed at a {{L|carpenter's workshop}} or a {{L|metalsmith's forge}}. You may want to build separate workshops or forges to construct animal traps if you do it large scale, for if you do not have an unoccupied dwarf with the trapping skill active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks.
  
Animal traps are stored by default in [[animal stockpile]]s when empty or containing an animal. They can be used for trapping animals in two ways - either by defining a Capture Live Land Animal task at the [[Kennel]]s or by {{k|b}}uilding them as an Ani{{k|m}}al Trap.
+
Animal traps are stored by default in {{L|animal stockpile}}s when empty or containing an animal. They can be used for trapping animals in two ways - either by defining a Capture Live Land Animal task at the {{L|Kennel}}s or by {{k|b}}uilding them as an Ani{{k|m}}al Trap.
  
When used via the kennels, a dwarf with the Trapping [[labor]] enabled will pick up an animal trap and head to an area with nearby vermin, usually a food [[stockpile]]. If he finds one he will bundle the animal into the trap and drop it.  The trap will then be retrieved by a dwarf with Animal Hauling enabled and dropped in an animal stockpile.  
+
When used via the kennels, a dwarf with the Trapping {{L|labor}} enabled will pick up an animal trap and head to an area with nearby vermin, usually a food {{L|stockpile}}. If he finds one he will bundle the animal into the trap and drop it.  The trap will then be retrieved by a dwarf with Animal Hauling enabled and dropped in an animal stockpile.  
  
When used via the {{k|b}}uild menu, the traps are constructed by a dwarf with the trapping labor enabled, using either a wooden or metal trap created previously from a Carpenter's shop or Forge. Once constructed, examining it with {{k|q}} will allow you to set the bait to be added to the trap. Set traps can be baited with nothing ({{k|z}}, the inactive state), {{k|m}}eat, {{k|f}}ish or a large {{k|g}}em (which does not work). Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. Meat used as bait can and will rot, releasing [[miasma]], if the trap is not triggered first. Traps are not guaranteed to successfully capture an animal. The bait will be stolen if the trap fails to go off, but the trap remains set and simply needs rebaiting. The chance of a trap successfully capturing a vermin varies based on the trap's quality - 50% for base-quality, 65% for well-crafted, 75% for finely-crafted, 85% for superior, 95% for exceptional, and 100% for masterwork.
+
When used via the {{k|b}}uild menu, the traps are constructed by a dwarf with the trapping labor enabled, using either a wooden or metal trap created previously from a Carpenter's shop or Forge. Once constructed, examining it with {{k|q}} will allow you to set the bait to be added to the trap. Set traps can be baited with nothing ({{k|z}}, the inactive state), {{k|m}}eat, {{k|f}}ish or a large {{k|g}}em. Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. Meat used as bait can and will rot, releasing {{L|miasma}}, if the trap is not triggered first. Traps are not guaranteed to successfully capture an animal. The bait will be stolen if the trap fails to go off, but the trap remains set and simply needs rebaiting. According to [[Toady One|Toady]], the chance of a trap successfully capturing a vermin varies based on the trap's quality, using the formula '''50/65/75/85/95/100'''; this means that masterwork traps will never be robbed.
  
In order to catch [[cave lobster]]s, [[purring maggot]]s, or [[fire snake]]s, the animal trap must be built directly ''over'' the [[cave river]], [[chasm]], or [[magma flow]]. Normal fish cannot be captured using this method - instead, you must use the "capture live fish" command issued from the [[fishery]]. Live captured fish should be placed in a filled [[aquarium]] or [[pond]] as soon as they are caught - if they are not, they will die within about 16 days and turn into raw fish to be cleaned at a [[fishery]].
+
In order to catch {{L|cave lobster}}s, {{L|purring maggot}}s, or {{L|fire snake}}s, the animal trap must be built directly ''over'' the {{L|cave river}}, {{L|chasm}}, or {{L|magma flow}}.
  
Baiting with large gems is non-functional - the "bait trap" job will cancel due to "need large gem" whether or not you have any, and even if the bait were somehow added to the trap (e.g. via memory hacking), no creature would ever set it off. Baiting should be done with care if you have recently [[butcher]]ed any large animals, as an entire [[stack]] of meat or fish will be placed into the trap rather than just a single unit.
+
Baiting with large gems is currently not functional. It is interesting to note that fish cannot be captured in this method, with baited/flooded animal traps. One must use the 'capture live fish' command issued from the {{L|fishery}}.
  
Once an animal is caught in a built and baited trap, the game will pause, zooming to the trap, and you will receive an announcement telling you what you caught. The trap will automatically be slated for removal, and one of your dwarves will deconstruct it and move the trap containing the animal back to the animal stockpile. Unlike a normal [[cage trap]], the animal trap must be manually rebuilt and baited.
+
Once an animal is caught in a built and baited trap, the game will pause, zooming to the trap, and you will receive an announcement telling you what you caught. The trap will automatically be slated for removal, and one of your dwarves will deconstruct it and move the trap containing the animal back to the animal stockpile. Unlike a normal {{L|cage trap}}, the animal trap must be manually reset and baited.
  
At the moment, the most important creature to capture is the [[purring maggot]], which can be milked.
+
At the moment, the most important creature to capture is the {{L|purring maggot}}, which can be milked.
  
 
The sorts of small animal that these traps can catch aren't butcherable and, aside from milking purring maggots, provide no raw materials. A few vermin can have substances extracted from them, and others can be tamed as pets.
 
The sorts of small animal that these traps can catch aren't butcherable and, aside from milking purring maggots, provide no raw materials. A few vermin can have substances extracted from them, and others can be tamed as pets.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: