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v0.34:Trapavoid
This article is about an older version of DF. |
Creatures with the TRAPAVOID token cannot be affected by normal traps, and do not set off pressure plates. By ignoring a large part of some players' defenses, such creatures can be difficult to deal with.
Common trap avoiders[edit]
- Kobold
- Gremlin
- Forgotten beast
- Titan
- Demon
- Werebeasts (in werebeast form only)
Trapping trapavoiders[edit]
Despite the difficulty in trapping trapavoiders, it's not necessary to rely on your military to defeat them. Several special trapping techniques can be used instead.
Spike trap[edit]
Retracting spike traps can be used against trapavoiders as easily as against any other creature. Of course, such traps need to be triggered somehow, either by lever, or by a repeater of some sort. (Any other manually triggerable trap design can be used instead.)
Web or loss of consciousness[edit]
Trapavoiders become vulnerable to traditional traps when they are webbed or unconscious. One can take advantage of this, usually to cage the uncageable, by building traps in a silk farm or by building a constructed floor on top of a support and surrounding the area under it with traditional traps-- what is known as a cave-in trap.
Trap by rule-out[edit]
The very fact that trapavoiders are unable to set off pressure plates allows one to build special traps to catch trapavoiders. By building a pressure plate set to be triggered by all weights, including civilians, you can be relatively certain that anything that doesn't set off the pressure plate is a trapavoider. Designs based around this concept can route civilians and trap-vulnerable creatures one way, and divert everything that doesn't trigger the pressure plate through another corridor-- perhaps one filled with retracting spikes connected to a repeater.