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Editing v0.31:Animal trap

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{{quality|Fine|15:51, 30 September 2010 (UTC)}}{{av}}
 
{{quality|Fine|15:51, 30 September 2010 (UTC)}}{{av}}
  
'''Animal traps''' are items used by a [[trapper]] to catch [[vermin]]. They are created at a [[carpenter's workshop]] or a [[metalsmith's forge]] by a dwarf with the trapping labor enabled.
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'''Animal traps''' are items used by a {{l|trapper}} to catch {{l|vermin}}. They are created at a {{l|carpenter's workshop}} or a {{l|metalsmith's forge}} by a dwarf with the trapping labor enabled.
  
Animal traps can be used by ordering one of your trappers to capture a live land animal in the [[kennel]] or [[butcher's shop]] with {{k|q}} then {{k|a}}, or placing an order with the [[manager]] from a [[kennel]] to catch a live land animal, and can also be built by going into the {{k|b}}uild menu, and choosing {{k|m}} to place an animal trap anywhere. In order to catch small animals, after the trap is placed it must be baited ({{k|q}} to select bait type). Bait can be [[fish]], [[meat]], or a large [[gem]] (though gems are currently useless). There is a chance, depending on the [[quality]] of the trap, that it will not spring fast enough to catch the vermin, causing the bait to be lost, and the trap will need to be reset and rebaited, which a trapper dwarf will automatically do on his own.  According to [[Main:Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as opposed to being robbed) is '''50/65/75/85/95/100'''; this means that masterwork traps will never be robbed.
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Animal traps can be used by ordering one of your trappers to capture a live land animal in the {{l|kennel}} or {{l|butcher's shop}} with {{k|q}} then {{k|a}}, or placing an order with the {{l|manager}} from a {{L|kennel}} to catch a live land animal, and can also be built by going into the {{k|b}}uild menu, and choosing {{k|m}} to place an animal trap anywhere. In order to catch small animals, after the trap is placed it must be baited ({{k|q}} to select bait type). Bait can be {{l|fish}}, {{l|meat}}, or a large {{l|gem}} (though gems are currently useless). There is a chance, depending on the {{L|quality}} of the trap, that it will not spring fast enough to catch the vermin, causing the bait to be lost, and the trap will need to be reset and rebaited, which a trapper dwarf will automatically do on his own.  According to [[Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as opposed to being robbed) is '''50/65/75/85/95/100'''; this means that masterwork traps will never be robbed.
  
When a vermin is caught in a trap, it will be brought to an animal [[stockpile]] which accepts vermin of that type by a dwarf with the animal [[hauling]] labor enabled.  You can remove a vermin from a cage (thus freeing it for re-use) by assigning it to an installed [[cage]]; for doing this to [[vermin#Hateable_vermin|hateable vermin]] you should have a separate cage in a far away place, so as to reduce the chance of dwarves getting unhappy [[thought]]s.  
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When a vermin is caught in a trap, it will be brought to an animal {{L|stockpile}} which accepts vermin of that type by a dwarf with the animal {{L|hauling}} labor enabled.  You can remove a vermin from a cage (thus freeing it for re-use) by assigning it to an installed {{L|cage}}; for doing this to {{L|vermin#Hateable_vermin|hateable vermin}} you should have a separate cage in a far away place, so as to reduce the chance of dwarves getting unhappy {{L|thought}}s.  
  
Note that though a caught vermin is treated as if it were an item, marking it for [[dumping]] does nothing.
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Note that though a caught vermin is treated as if it were an item, marking it for {{L|dumping}} does nothing.
  
 
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== Currently reported bugs ==

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