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Editing Trap design

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Note: as of version 0.43.04, weapons wear as a result of combat – wooden training spears in traps included, and very quickly too.
 
Note: as of version 0.43.04, weapons wear as a result of combat – wooden training spears in traps included, and very quickly too.
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====Goblin Grinder====
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{{diagram|spaces=yes|\
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═════
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[#FF0]¢[#FF0]^[#F00]^[#00F]^[#00F]¢
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═════
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}}
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In this trap described [http://www.bay12forums.com/smf/index.php?topic=62798.0 here], invaders are constrained to moving back and forth over a weapon trap {{Raw Tile|^|#F00|#000}} by two hatches over channels, {{Raw Tile|¢|#FF0|#000}} and {{Raw Tile|¢|#00F|#000}}, each linked to the pressure plate, {{Raw Tile|^|#FF0|#000}} and {{Raw Tile|^|#00F|#000}}, of the same color.  Because the trapped creatures constantly path between the two hatches, a single trap may hit them many, many times.
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The ends of the corridor are left open, allowing invaders to rush down the corridor, thinking it is an easy entrance into your fort.  When they step on the pressure plate at the end, the hatch raises, exposing the uncrossable channel and blocking the exit.  The invader's pathfinding decides to run back the other way, as that is now the only exit.  As he reaches the other end, that hatch opens, causing him to run back and forth inside the corridor, unable to escape.  As he runs back and forth, the traps grind him into a fine mist with no effort on your part.  Creatures will occasionally fall into the pit dug underneath the hatches, but these are easily dealt with such as building a room underneath the channels filled with more traps.
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By setting the pressure plates to be untriggerable by citizens, it's easy for them to walk through and collect the remaining goblinite unharmed once the siege ends.
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Its two main disadvantages are being susceptible to both trap-avoiding creatures and building destroyers. These can be safeguarded by any of the other many usual ways of defending against this type of creature.  It's also possible for a creature to be "stuck" in only the first few tiles of the trap, as they try to escape after taking enough damage, only walking two or three steps into the trap, then immediately turning around and trying to exit, and so only walking past already-triggered traps.  Again, you can get rid of these with your military with no problem.
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Some usage ideas from the thread:
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* Without traps and placing only one pressure plate/hatch combination at the end leading into your fort, it makes a very simple dwarf-only one-way door into your fort.  Non dwarves that attempt to enter will be blocked and turn around and take the exit.  Alternately a good way of keeping creatures inside an area while allowing dwarf passage.
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* With some additional work (details in the thread), it can be built as a repeater system, with a pressure plate inside hooked up to some other device that you want to repeatedly trigger.  A pet running back and forth inside attempting to reach its owner or releasing a trapped prisoner and tempting them with freedom in exchange for running back and forth will repeatedly hit the pressure plate inside. 
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* Similarly, place a pressure plate inside that will link to some other action such as spike traps outside the entrance, impaling invaders waiting for their turn to enter the grinder as their friends run down the corridor.
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* Don't fill with traps; instead, carve fortifications into the walls and use the trapped invaders as target practice and training for your archers.
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* Don't fill with traps; instead fill with magma at your convenience.
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* Fill with very weak weapon traps that will only maim the prisoner.  Put an atom smasher near the other end that will be triggered as he tries to crawl towards freedom.
  
 
===Building destroyer and trapavoid traps===
 
===Building destroyer and trapavoid traps===

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