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Editing 40d Talk:Animal trap

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:Yup.  Just activate Trapping and leave Hunting alone.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:06, 10 November 2007 (EST)
 
:Yup.  Just activate Trapping and leave Hunting alone.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:06, 10 November 2007 (EST)
 
==Effectiveness==
 
==Effectiveness==
Does this work? Does it work agains the [[Hoary marmot]] that wake everyone up and stop them working?[[User:GarrieIrons|GarrieIrons]] 07:11, 5 February 2008 (EST)
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Does this work? Does it work agains the [[hoary marmots]] that wake everyone up and stop them working?[[User:GarrieIrons|GarrieIrons]] 07:11, 5 February 2008 (EST)
 
:Hoary Marmots aren't vermin!  You'll have to build real cages to trap them.--[[User:Dadamh|Dadamh]] 16:26, 4 June 2008 (EDT)
 
:Hoary Marmots aren't vermin!  You'll have to build real cages to trap them.--[[User:Dadamh|Dadamh]] 16:26, 4 June 2008 (EDT)
 
What is the point of baiting traps with gems, or catching live fish with a trap? Can you dump the fish into a [[pond]]? Something to do with the Fishery? -- [[User:RomeoFalling|RomeoFalling]] 08:51, 23 September 2009 (UTC)
 
*If you catch a live [[turtle]], you can tame it and either put it in a zoo or make it available as a pet. If you catch a live [[moghopper]], you can also process it into [[mog juice]]. Baiting traps with gems doesn't actually work in 40d, though presumably it's intended to catch vermin that don't eat but would otherwise be attracted to a shiny object. --[[User:Quietust|Quietust]] 13:05, 23 September 2009 (UTC)
 
  
 
== Ridding myself of vermin in traps ==
 
== Ridding myself of vermin in traps ==
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::Very nice question!  Normally animal traps are trapper-only constructions, which suggests trapper is moodable.  I'll post the question on Stinhad's page in case (he) misses the post here.--[[User:Maximus|Maximus]] 21:13, 18 November 2008 (EST)
 
::Very nice question!  Normally animal traps are trapper-only constructions, which suggests trapper is moodable.  I'll post the question on Stinhad's page in case (he) misses the post here.--[[User:Maximus|Maximus]] 21:13, 18 November 2008 (EST)
 
:::Just got one myself, he took a carpenter's workshop but was possesed, so I'm not sure wether it was for trapping or carpenter. It does seem to catch things extremely quickly, I set it, went to look at the wiki to see if different baits made a diffrence, and it had captured a toad by the time I got back ~20 seconds.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)
 
 
::::Strangely enough, dwarves who build traps in moods don't use the trapper skill, they use a skill suitable to the material the trap is built with.  I had a dwarf take possession of a craftsdwarf shop and make a turtle shell animal trap in a mood, and he gained bonecarver skill.  I suppose this is similar to how dwarves can build theoretically possible but not normally orderable items while in moods, like rock or metal beds. --[[User:Squirrelloid|Squirrelloid]] 15:43, 8 December 2008 (EST)
 
 
==Firehazards==
 
 
Is it possible for creatures (eg. fire imps, dragons, and other fun things) to breath fire while in a cage upon your hapless dwarves?--[[User:Drunken dwarf|Drunken dwarf]]
 
 
:Not as far as I know. I haven't tried it myself, but I've read of defensive strategies involving placing a caged fire-breathing creature behind fortifications. Wall it in, release the cage (using a lever), and then require intruders to walk past it. Note that the [[Dungeon Master]] can also tame these creatures. I never play that long, though, so for my money they just make for very impressive zoos. -- [[User:RomeoFalling|RomeoFalling]] 05:00, 20 September 2009 (UTC)
 

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