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Difference between revisions of "v0.31:Animal trap"

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(More explicit instructions on baiting; baiting bug)
m (manager, butcher's shop orders added)
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They are created at a {{l|carpenter's workshop}} or a {{l|metalsmith's forge}} by a dwarf with the trapping labor enabled.
 
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 {{l|kennel}} with {{k|q}} then {{k|a}}, or placing an order with to capture live land animals, and can also be build 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), however, there is a chance that depends on its quality that it will not spring fast enough to catch it, 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.
+
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}} 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), however, there is a chance that depends on its quality that it will not spring fast enough to catch it, 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.
  
 
== Currently reported bugs ==
 
== Currently reported bugs ==

Revision as of 22:44, 2 June 2011

This article is about an older version of DF.

Animal traps are items used by a Template:L to catch Template:L. They are created at a Template:L or a Template:L 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 Template:L or Template:L with q then a, or placing an order with the Template:L to catch a live land animal, and can also be built by going into the build menu, and choosing m to place an animal trap anywhere. In order to catch small animals, after the trap is placed it must be baited (q to select bait type). Bait can be Template:L, Template:L, or a large Template:L (though gems are currently useless), however, there is a chance that depends on its quality that it will not spring fast enough to catch it, 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, 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.

Currently reported bugs

  • Baiting a trap with meat/fish uses up a whole stack. Bug:1436



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