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	<updated>2026-04-11T18:35:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23457</id>
		<title>40d Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23457"/>
		<updated>2009-08-22T10:04:08Z</updated>

		<summary type="html">&lt;p&gt;Pickle: /* Pressure plates in adventure mode? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Approximately how long after a pressure plate is stepped on will it's effects happen?&lt;br /&gt;
For instance, I have a pressure plate. Two squares away is a pit trap linked to the plate. Will that work at all?--[[User:Tarsier|Tarsier]] 22:50, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, consider the fact that different creatures move at different speeds, the trap may be too fast or too slow for them, or it might be just right, you can't be sure until you test it. Have some captured goblin run through it and have a cage trap a little further in case they make it through alive. If i were you, I would make at least 2 tile long pit trap. --[[User:Digger|Digger]] 23:28, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The higher quality your mechanisms are, the faster they work, or so the rumor goes.  --[[User:Chrispy|Chrispy]] 13:49, 26 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That rumor holds no merit with bridges. Yes, I counted the frames. --[[User:Savok|Savok]] 15:47, 26 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More detailed instructions? ==&lt;br /&gt;
&lt;br /&gt;
Might be worth adding to the article instructions on common operations with pressure plates. For example, how do you use a plate to close a floodgate? Does the plate open, close or toggle the gate? Should it be set to activate when the water/magma level is low or high? etc. [[User:Runspotrun|Runspotrun]] 15:37, 27 November 2007 (EST)&lt;br /&gt;
:Heh. Just figured it out. Is it correct? [[User:Runspotrun|Runspotrun]] 17:00, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Do pressure plates work with civilians? ==&lt;br /&gt;
&lt;br /&gt;
I have the setup mentioned on the page, to make a Pressure plate semi-permanent, however, even though the plate is set to minumum dwarven weight, maximum &amp;quot;any&amp;quot; weight, and so civilians trigger the plate.. it won't make the hatch I connected it to set to &amp;quot;open&amp;quot;. I've remade it twice and Dan (the dwarf on the plate) is getting thirsty from standing on and off the plate all day.&lt;br /&gt;
So is this a big of some sorts where regular civilians cant trigger pressure plates? If it is, it should be tested by someone else and mentioned on the page. --[[User:Emeralddragon2|Emeralddragon2]] 19:17, 19 June 2008 (EDT)&lt;br /&gt;
:Aye, there is currently a bug where citizens can't trigger pressure plates, however pets can set off citizen plates. Hopefully this'll be fixed next game update. --[[User:Kyace|Kyace]] 20:42, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Resetting &amp;quot;One Use&amp;quot; Pressure Plates ==&lt;br /&gt;
&lt;br /&gt;
Can you reset &amp;quot;one use&amp;quot; pressure plates or are they literally one use? The article seems to imply that one use plates can never be used again once used, which doesn't make sense to me. --[[User:Xonara|Xonara]] 13:41, 1 July 2008 (EDT)&lt;br /&gt;
:I'm not 100% sure but I believe what it means is that to reset it you have to dismantle it and then rebuild it from scratch.--[[User:Toloran|Toloran]] 23:18, 18 August 2008 (EDT)&lt;br /&gt;
On a similar note, do you regain the mechanism used in the plate when it deconstructs? or does it just disappear completely?--[[User:Shabang50|Shabang50]] 14:19, 29 December 2008 (EST)&lt;br /&gt;
:Belated answer, I suppose, but the answer is, one-use pressure plates instantly deconstruct when used, leaving a blank spot with a mechanism lying next to it.  --[[User:Corona688|Corona688]] 22:58, 26 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caravan/Diplomat Trigger? ==&lt;br /&gt;
&lt;br /&gt;
Do peaceful NPCs count as &amp;quot;civilians&amp;quot; for the purpose of pressure plates?  Inquiring trapmasters must know. --[[User:Delcan|Delcan]] 21:53, 6 March 2009 (MST)&lt;br /&gt;
:I'm wondering the same thing, I guess I'll just have to finish my goblin dropper and find out :D. I'll edit the page when I know [[User:Dangerous Beans|Dangerous Beans]] 04:26, 19 April 2009 (UTC)&lt;br /&gt;
:Friendly NPCs seem to be considered civilians. [[User:Dangerous Beans|Dangerous Beans]] 05:39, 19 April 2009 (UTC)&lt;br /&gt;
::I recently had an entrance pressure plate setup for the full weight range and setup to trigger on civilians too. The friendly dwarven liaison did not trigger the pressure plate. --[[User:Safariman|Safariman]] 09:17 19 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
== TRAPAVOID and pressure plates ==&lt;br /&gt;
&lt;br /&gt;
A bunch of orcs just ran right over my dwarven atomsmasher trap (pressure plates + bridge + all civilians get the fuck inside NOW) without triggering it. Apparently TRAPAVOID affects pressure plates, too. [[User:InsanityPrelude|InsanityPrelude]] 03:09, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Delays==&lt;br /&gt;
For pressure plates triggered by water, I'm observing that the pressure plate itself takes an additional 100 ticks to reset after the water is removed, meaning that a [[repeater]] based around a pressure plate and bridges/floodgates has a minimum period of 300 ticks. --[[User:Quietust|Quietust]] 20:25, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pressure plates in adventure mode?==&lt;br /&gt;
So I heard ordinary traps don't work in adventure mode, but what about pressure plates? Are there any parameters under which they will still function? Like, if I wanted to build a complex mechanism involving sending water through a series of pressure plates to do... something, would that just not work when I visit the fortress?&lt;br /&gt;
Because that would be LAME.&lt;br /&gt;
[[User:Frogwarrior|Frogwarrior]] 21:35, 20 August 2009 (UTC)&lt;br /&gt;
:If pressure plates fall under traps for this, you can edit the init.txt file to make traps work in adventurer mode. [[User:Shardok|Shardok]] 21:58, 20 August 2009 (UTC)&lt;br /&gt;
:Just did a tiny test fortress on a throwaway world. They don't work in adventure mode. With traps enabled, I'm getting a weird freeze thing happening which opens up a second window. I haven't the foggiest idea what is going on. --[[User:Pickle|Pickle]] 10:04, 22 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pickle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45979</id>
		<title>40d Talk:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45979"/>
		<updated>2009-08-01T10:58:03Z</updated>

		<summary type="html">&lt;p&gt;Pickle: /* Possible uses for catsplosions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modding solution without unhappiness ==&lt;br /&gt;
If you remove the [VERMINHUNTER] tag from the raw file of the cat and then load your game, all of the cats who chose their owner (not ones who came with immigrants) will be owner free again and you can butcher them without causing unhappy thoughts.  They won't catch vermin anymore, but you can butcher as many as you like and then put the [VERMINHUNTER] tag back if you want to.  This has worked for me in the 40d version.&lt;br /&gt;
[[User:Bobokapi|Bobokapi]] 21:39, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sounds really useful. Add it to the article, but you might want to mention it's a bug (or more likely, because all cats are now re-created as a new type of creature w/o owners, or verminhunter has something to do with the &amp;quot;cats adopt dwarves&amp;quot; thing). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::It does. Someone put VERMINHUNTER on their dogs and found that they adopted owners. Apparently, you need to be of an appropriately independent mindset to go off and hunt rats. -[[User:Fuzzy|Fuzzy]] 08:59, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cat Farm==&lt;br /&gt;
Why don't you try making a 'cat farm'? Dig a small pit (1 by 1 to 3 by 3) then dig a tunnel to the side. Build floodgates at the entrance, since the little buggers are able to get past tightly closed doors. The tunnel should lead to a room full of butcher's shops. Then designate the channel as a pit and dump all the cats in. Since its a small pit, the fps wouldn't reduce as much. The cats will breed, and breed, and breed. When you want to 'harvest' the cats get them ready to be slaughtered. Open the gate, then once the ones to be slaughtered are removed, close it. Enjoy the cat farm!--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:52, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:They'll still pick owners down there. And then you can't slaughter them. --[[User:GreyMario|GreyMaria]] 15:48, 10 February 2009 (EST)&lt;br /&gt;
::They shouldn't pick owners if they don't see dwarves. Are you sure?--[[User:Dorten|Dorten]] 23:12, 10 February 2009 (EST)&lt;br /&gt;
:::I'm sure. They still pick owners buried -12 z-levels down and 100 tiles away from the nearest dwarf, pitted in a 1x1x1 hole in the center of a 9x9x9 constructed wall cube. --[[User:Rkyeun|Rkyeun]] 04:13, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Is the answer to everything &amp;quot;Mod it&amp;quot;??==&lt;br /&gt;
I regularly embark with 10 cats, and have gotten to year 30 without a catsplosion... even in the unmodded version of the game... how do I do this? Simple. I embark with 1 stone of whatever sort, build a butcher shop and kill every female cat as soon as I arrive. I then sell any female cats I accedentally buy -without uncaging them- and kill any dwarf who is foolish enough to move to my fortress with a female cat (and take the cat with you!). I have 30 cats and 7 happy cat owners and NO CATSPLOSION.  I admit I did have a slight incident where the owner's parents were a bit upset, but really... minor details.&lt;br /&gt;
&lt;br /&gt;
Of course, if there were a mod that would allow me to make a mandate forbidding female cats, I could have the hammerer take care of all of that for me. ... so, yes, the answer to everything is &amp;quot;mod it&amp;quot;.  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
&lt;br /&gt;
:: I think that &amp;quot;mandate against cats&amp;quot; is more of a Toady update thing than a mod, as I like the idea of cats adopting their owners but the damage to FraPS from Catsplosions ruins it. [[User:Kenji 03|Kenji 03]] 13:56, 24 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Catsplosion fixes from Toady?==&lt;br /&gt;
Does anyone know if Today plans on fixing the catsplosion problem with mandates or any other nifty ideas?[[User:Kenji 03|Kenji 03]] 13:57, 24 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I don't really see the problem with cats at all. Sure, you need to keep an eye on them, but I start with 2 cats if cash allows it (just to defy the advice ;) ), and butcher the kittens, welcome bone and meat source. My current fortress has 4 pet cats (2♂,2♀), 1 or 2 of which I think came with immigrants. Not had a case of adopting the butcher either. And there's always upright menacing spikes for pet problems - a properly supervised dwarf will not even drop from ecstatic from the loss of a pet. --[[User:Birthright|Birthright]] 15:13, 24 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible uses for catsplosions ==&lt;br /&gt;
&lt;br /&gt;
I have a relatively controlled catsplosion running at my latest fortress. I also get ambushed by goblins 4-5 times per year, which is annoying. Eventually, I had a brainwave. I bought all the ropes off the next caravan, and tethered my surplus cats along the known ambush routes the goblins were using. Sure enough, the two problems solved themselves. The goblins gave away their position by slaughtering the tethered cats (Instead of giving away their position by slaughtering my dwarves), and the tethered cats were dead, reducing the cat population.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I haven't actually used the method all that extensively after that, since I had them up and running for long enough to build a great big wall sealing a huge amount of land in with my fortress, and leaving a cage trap riddled gatehouse in and out of that for the caravans. I still deploy a kitten outside that for warning (Mostly so i can pull the Masons out of the nearby mega-construction before the goblins hit the cages which are, by necessity, within bowshot), and it is very good at scaring off snatchers and kobold thieves. Turnover is still 2-3 cats per year (For the last three years, one of those yearly casualties has been caused by the annual Titan attack). A nearby cat cage in a small constructed building is sufficient for reload purposes. I am actually running low on cats as a result, and may need to start a feline breeding program, especially if i want to commence &amp;quot;operation kitten chaff bombs&amp;quot; (I'll document how that goes when it goes down). --[[User:Pickle|Pickle]] 10:57, 1 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pickle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45978</id>
		<title>40d Talk:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45978"/>
		<updated>2009-08-01T10:57:14Z</updated>

		<summary type="html">&lt;p&gt;Pickle: /* Possible uses for catsplosions */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modding solution without unhappiness ==&lt;br /&gt;
If you remove the [VERMINHUNTER] tag from the raw file of the cat and then load your game, all of the cats who chose their owner (not ones who came with immigrants) will be owner free again and you can butcher them without causing unhappy thoughts.  They won't catch vermin anymore, but you can butcher as many as you like and then put the [VERMINHUNTER] tag back if you want to.  This has worked for me in the 40d version.&lt;br /&gt;
[[User:Bobokapi|Bobokapi]] 21:39, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sounds really useful. Add it to the article, but you might want to mention it's a bug (or more likely, because all cats are now re-created as a new type of creature w/o owners, or verminhunter has something to do with the &amp;quot;cats adopt dwarves&amp;quot; thing). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::It does. Someone put VERMINHUNTER on their dogs and found that they adopted owners. Apparently, you need to be of an appropriately independent mindset to go off and hunt rats. -[[User:Fuzzy|Fuzzy]] 08:59, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cat Farm==&lt;br /&gt;
Why don't you try making a 'cat farm'? Dig a small pit (1 by 1 to 3 by 3) then dig a tunnel to the side. Build floodgates at the entrance, since the little buggers are able to get past tightly closed doors. The tunnel should lead to a room full of butcher's shops. Then designate the channel as a pit and dump all the cats in. Since its a small pit, the fps wouldn't reduce as much. The cats will breed, and breed, and breed. When you want to 'harvest' the cats get them ready to be slaughtered. Open the gate, then once the ones to be slaughtered are removed, close it. Enjoy the cat farm!--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:52, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:They'll still pick owners down there. And then you can't slaughter them. --[[User:GreyMario|GreyMaria]] 15:48, 10 February 2009 (EST)&lt;br /&gt;
::They shouldn't pick owners if they don't see dwarves. Are you sure?--[[User:Dorten|Dorten]] 23:12, 10 February 2009 (EST)&lt;br /&gt;
:::I'm sure. They still pick owners buried -12 z-levels down and 100 tiles away from the nearest dwarf, pitted in a 1x1x1 hole in the center of a 9x9x9 constructed wall cube. --[[User:Rkyeun|Rkyeun]] 04:13, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Is the answer to everything &amp;quot;Mod it&amp;quot;??==&lt;br /&gt;
I regularly embark with 10 cats, and have gotten to year 30 without a catsplosion... even in the unmodded version of the game... how do I do this? Simple. I embark with 1 stone of whatever sort, build a butcher shop and kill every female cat as soon as I arrive. I then sell any female cats I accedentally buy -without uncaging them- and kill any dwarf who is foolish enough to move to my fortress with a female cat (and take the cat with you!). I have 30 cats and 7 happy cat owners and NO CATSPLOSION.  I admit I did have a slight incident where the owner's parents were a bit upset, but really... minor details.&lt;br /&gt;
&lt;br /&gt;
Of course, if there were a mod that would allow me to make a mandate forbidding female cats, I could have the hammerer take care of all of that for me. ... so, yes, the answer to everything is &amp;quot;mod it&amp;quot;.  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
&lt;br /&gt;
:: I think that &amp;quot;mandate against cats&amp;quot; is more of a Toady update thing than a mod, as I like the idea of cats adopting their owners but the damage to FraPS from Catsplosions ruins it. [[User:Kenji 03|Kenji 03]] 13:56, 24 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Catsplosion fixes from Toady?==&lt;br /&gt;
Does anyone know if Today plans on fixing the catsplosion problem with mandates or any other nifty ideas?[[User:Kenji 03|Kenji 03]] 13:57, 24 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I don't really see the problem with cats at all. Sure, you need to keep an eye on them, but I start with 2 cats if cash allows it (just to defy the advice ;) ), and butcher the kittens, welcome bone and meat source. My current fortress has 4 pet cats (2♂,2♀), 1 or 2 of which I think came with immigrants. Not had a case of adopting the butcher either. And there's always upright menacing spikes for pet problems - a properly supervised dwarf will not even drop from ecstatic from the loss of a pet. --[[User:Birthright|Birthright]] 15:13, 24 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible uses for catsplosions ==&lt;br /&gt;
&lt;br /&gt;
I have a relatively controlled catsplosion running at my latest fortress. I also get ambushed by goblins 4-5 times per year, which is annoying. Eventually, I had a brainwave. I bought all the ropes off the next caravan, and tethered my surplus cats along the known ambush routes the goblins were using. Sure enough, the two problems solved themselves. The goblins gave away their position by slaughtering the tethered cats (Instead of giving away their position by slaughtering my dwarves), and the tethered cats were dead, reducing the cat population.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I haven't actually used the method all that extensively after that, since I had them up and running for long enough to build a great big wall sealing a huge amount of land in with my fortress, and leaving a cage trap riddled gatehouse in and out of that for the caravans. I still deploy a kitten outside that for warning (Mostly so i can pull the Masons out of the nearby mega-construction before the goblins hit the cages which are, by necessity, within bowshot), and it is very good at scaring off snatchers and kobold thieves. Turnover is still 2-3 cats per year (For the last three years, one of those yearly casualties has been caused by the annual Titan attack). A nearby cat cage in a small constructed building is sufficient for reload purposes. I am actually running low on cats as a result, and may need to start a feline breeding program. --[[User:Pickle|Pickle]] 10:57, 1 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pickle</name></author>
	</entry>
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