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Editing 40d:Trap

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Stone-fall, weapon and cage traps will be triggered by (most) 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.  (Kobold [[thief|thieves]] have the ability to avoid traps, though it seems to have a small amount of randomness built in.)
 
Stone-fall, weapon and cage traps will be triggered by (most) 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.  (Kobold [[thief|thieves]] have the ability to avoid traps, though it seems to have a small amount of randomness built in.)
  
Note that, in combat situations, [[Mechanic]]s (and others) have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time.
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Note that, in combat situations, [[Mechanic]]s (and others) have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McGoblinBait]] from deciding to reload a stone trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time.
  
 
==Stone-fall Trap==
 
==Stone-fall Trap==

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