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v0.34 Talk:Trap

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Some starvation in cages

"Most captured creatures do not require any nourishment and will survive being in a cage indefinitely" This is somewhat untrue in this version. many creatures DO stave while caged now. (maybe all grazers?) so far I can confirm that humans, trolls goblins survive fine. -- Se5a 06:44, 26 April 2012 (UTC)

Probably just creatures that have to feed, most of which would be grazers and dwarves. A large number of creatures with the grazer tag have starved to death so far, but a large number of underground creatures (no grazing, or eating tags), as well as invaders and caravans (they don't eat, so that you can't starve them out) seem to survive indefinitely. -- 50.122.43.2 20:14, 17 July 2012 (UTC)

Quality what?

That source (1) about mechanism quality in weapon traps is from 2007. -- 12.13.14.15 21:43, 26 April 2012 (UTC)

Cage traps not triggering in DF2012?

I recently started playing DF2012, coming from DF2010. When the first Goblin ambush came after I had set up my default defense (walling in and adding a corridor of cage traps to the entrance door), they just walked through the traps (yes, they were loaded), as if the didn't exist at all. What is more, I tried to lock the inner door before them, when I noticed, but they just ignored it and walked through, even without stopping.

Is this new inteded behaviour, or is this a bug? Is this maybe the result of creating my world with advanced parameters? -- 93.132.119.44 08:21, 4 May 2012 (UTC)

I haven't had this issue, personally. Probably a bug. -- 50.122.43.2 20:03, 17 July 2012 (UTC)

Traps block wagons in 34.09?

I have observed that a single line of cage traps can prevent human wagons from reaching the depot, making a "corridor of traps' strategy useless. (Stone fall traps are impassible for wagons too.) Feature or bug? -- MathFox 10:30, 20 May 2012 (UTC)

Seems like a possible bug, but may also be intended. I've noticed the best way to bypass this is to put your trade depot before your corridor, and use a bridge and channel system to prevent entry/exit during sieges. Basically, a lock system. On the outer side, you have a 3-wide channel which you dig, then remove all except for one ramp. You build a bridge on the side of the depot that will raise towards the depot, and encompasses all of the exposed area (5x5 or larger is required). You then put a lever next to the depot to raise the bridge after the caravan has entered. For added security, and the ability to have this open during sieges (in the event of a mid-siege caravan, so that the carts don't bypass your site simply because the bridge isn't down), do the exact opposite on the side leading to your inner fort, and put another lever (or both levers) inside of your fortress. This effectively allows you to protect merchants, while still preserving your corridor-of-death, and also preserving the ability to receive incoming trade carts. -- 50.122.43.2 20:11, 17 July 2012 (UTC)
Alternatively, build your traps such that there is a 3-wide zig-zagging corridor (or alternating Us) so that the caravan can path, but invaders will go straight triggering all the traps


  Like so:

      Zig-Zag                               Alternating U
      T+++T+++      T = Trap                +++++++++++++++++++++++
      +T+++T++      + = Ground/floor        ++T+++TTTTTTTTTTT+++T++
      ++T+++T+      E = Ramps going down    ++T+++T+++++++++T+++T++
      +++T+++T        to tunnel to depot    ++T+++T+++++++++T+++T++
      ++++T+++                              ++T+++T+++++++++T+++T++
      ++++T+++                              ++T+++T+++EEE+++T+++T++
      +++T+++T                              ++T+++++++++++++++++T++
      ++T+++T+                              ++T+++++++++++++++++T++
      +T+++T++                              ++T+++++++++++++++++T++
      T+++T+++                              ++TTTTTTTTTTTTTTTTTTT++
      +++T++++                              +++++++++++++++++++++++

Dwarves and Traps

I believe the following to be true: Dwarves, no matter how drunk, can safely bypass their own traps when walking over them...

This was not immediately clear to me from the wiki articles. -- MalikDama 19:50, 18 July 2012 (UTC)

Drunken dwarves? Nonsense! -- 193.151.42.224 21:03, 26 July 2012 (UTC)

Cage Trap Weight and speed of assembling

I've experienced that my dwarves take a lot longer to assemble a Gold cage rather than a wooden one. The dwarf can sit at the same spot for days until they get the cage right.

If this is true, then metal cages are, for practical purposes, worthless.--Doktoro Reichard (talk) 12:04, 8 January 2014 (UTC)