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Editing v0.31:Trap

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The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do <em>not</em> alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril.  The weight of the stone used in the trap affects the amount of damage the trap does, but it's quite difficult to get your dwarves to use heavier stones, like galena, when loading the traps.
 
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do <em>not</em> alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril.  The weight of the stone used in the trap affects the amount of damage the trap does, but it's quite difficult to get your dwarves to use heavier stones, like galena, when loading the traps.
  
*Shortcut {{k|b}} {{k|T}} {{k|s}}
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:*Shortcut {{k|b}} {{k|T}} {{k|s}}
*Components used: [[mechanism]] and an ordinary [[stone]]
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:*Components used: [[mechanism]] and an ordinary [[stone]]
*Appearance: {{Raw Tile|^|7:1}} = ready, {{Raw Tile|^|7:0}} = no stone loaded
 
 
 
  
 
==Weapon Trap==
 
==Weapon Trap==
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These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will "attack" the creature with all the weapons available to it, normally doing massive damage.
 
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will "attack" the creature with all the weapons available to it, normally doing massive damage.
  
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically after an unknown period of time. However, there is a 50% chance that the victim will get stuck in the mechanism and cause the trap to jam (use {{k|t}} to check the trap), requiring a dwarf to remove the body. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body (or forbidding the trap's mechanism in advance) may be necessary to save him from the victim's friends.
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Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically after an unknown period of time. However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use {{k|t}} to check the trap), requiring a dwarf to remove the body. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.
  
 
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The quality of your chosen mechanism matters[http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214]. At this point you will get a list of all stockpiled weapons in your fortress. {{k|+}}{{k|-}} will select different weapons and pressing "Enter/Return" adds 1 of the selected weapon to the trap; you can e{{k|x}}pand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered (10 large serrated disks normally results in the unfortunate triggering creature leaving with fewer limbs than it came in with). When happy with your weapon selection press {{k|d}} to set the trap.
 
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The quality of your chosen mechanism matters[http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214]. At this point you will get a list of all stockpiled weapons in your fortress. {{k|+}}{{k|-}} will select different weapons and pressing "Enter/Return" adds 1 of the selected weapon to the trap; you can e{{k|x}}pand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered (10 large serrated disks normally results in the unfortunate triggering creature leaving with fewer limbs than it came in with). When happy with your weapon selection press {{k|d}} to set the trap.
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The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favour if the trapped tile happens to be surrounded by pits.
 
The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favour if the trapped tile happens to be surrounded by pits.
  
*Shortcut: {{k|b}} {{k|T}} {{k|w}}
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:*Shortcut {{k|b}} {{k|T}} {{k|w}}
*Components used: [[mechanism]] and whatever [[weapon]]s you want, limit 10.
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:*Components used: [[mechanism]] and 1 to 10 weapons.
*Appearance: {{Raw Tile|^|4:1}} = ready, {{Raw Tile|^|4:0}} = jammed or out of ammo
 
  
 
==Cage Trap==
 
==Cage Trap==
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'''Cage traps will not capture every creature in the game''', so you ''will'' need alternative defenses - [[titan]]s and [[forgotten beast]]s (as well as certain other types of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it.  A webbed cage trap '''will''' capture absolutely '''anything''' in the current version.
 
'''Cage traps will not capture every creature in the game''', so you ''will'' need alternative defenses - [[titan]]s and [[forgotten beast]]s (as well as certain other types of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it.  A webbed cage trap '''will''' capture absolutely '''anything''' in the current version.
  
Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the [[trapping]] labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at the [[kennel|kennels]]. See [[dungeon master]] for current bugs related to training animals.
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Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the [[trapping]] labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at the [[kennel|kennels]]. See dungeon master for current bugs related to training animals.
  
 
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves ''only'' load empty traps.  One way to remove the seeds and make the cage usable again is to {{K|d}}ump them. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed.
 
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves ''only'' load empty traps.  One way to remove the seeds and make the cage usable again is to {{K|d}}ump them. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed.
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Merchants, especially Elfs, will bring cages that on the trading screen look empty. However, if you {{k|v}}iew the item, you will often see that it contains a tame vermin like a frog or squirrel.
 
Merchants, especially Elfs, will bring cages that on the trading screen look empty. However, if you {{k|v}}iew the item, you will often see that it contains a tame vermin like a frog or squirrel.
  
*Shortcut: {{k|b}} {{k|T}} {{k|c}}
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:*Shortcut {{k|b}} {{k|T}} {{k|c}}
*Components used: [[mechanism]] and a [[cage]].
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:*Components used: [[mechanism]] and a [[cage]].
*Appearance: {{Raw Tile|^|2:1}} = ready, {{Raw Tile|^|2:0}} = no cage
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:*If the trap is a Dark Green, then it does not have a cage in it.
 
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:*If the trap is a Light Green, then it does have a cage in it.
Note that cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that [[elf]] merchants will get pissy if the cage is wooden).  A glass terrarium is just as strong as a steel cage.
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:*Note that cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that [[elf]] merchants will get pissy if the cage is wooden).  A glass terrarium is just as strong as a steel cage.  
  
 
To release a creature from a cage, build the cage ({{k|b}} {{k|j}}) and use {{k|q}} to unassign it.  You can also simply assign the creature to a pasture or pit. To release a hostile creature (or wild animal) safely from a cage, build the cage and link the cage to a [[lever]] that can be remotely triggered. If you have many cages you need to empty out quickly see [[Mass pitting]].  Cages have no current limit to the amount of beasts you can put in them, so you can build one cage and assign all the beasts to that cage.  Typical caveats of dealing with wild/hostile animals apply.
 
To release a creature from a cage, build the cage ({{k|b}} {{k|j}}) and use {{k|q}} to unassign it.  You can also simply assign the creature to a pasture or pit. To release a hostile creature (or wild animal) safely from a cage, build the cage and link the cage to a [[lever]] that can be remotely triggered. If you have many cages you need to empty out quickly see [[Mass pitting]].  Cages have no current limit to the amount of beasts you can put in them, so you can build one cage and assign all the beasts to that cage.  Typical caveats of dealing with wild/hostile animals apply.
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An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need the mechanisms that cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage.
 
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need the mechanisms that cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage.
  
*Shortcut: {{k|b}} {{k|T}} {{k|S}}
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:*Shortcut {{k|b}} {{k|T}} {{k|S}}
*Components used: 1-10 spears or spikes, plus further [[mechanism]]s for linking to triggers.
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:*Components used: between 1 and 10 spears or spikes.
*Appearance: {{Raw Tile|{{!}}|0:1}} = extended, {{Raw Tile|.|7:0}} = retracted
 
  
 
==Mechanism Quality==
 
==Mechanism Quality==
  
All of the above traps other than Upright Spear use mechanisms in their construction.  The quality of the mechanism used impacts weapon traps beyond their value however, in weapons traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands.  Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps.
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All of the above traps other than Upright Spear use mechanisms in their construction.  The quality of the mechanism used impacts weapon traps beyond their value however, in weapons traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands.  No visible effect of mechanism quality has been observed in cage traps beyond the usual value.
  
 
==Other Traps==
 
==Other Traps==

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