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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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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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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==

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