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Editing 40d:Animal trap
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− | + | A special [[trap]] used to catch live land [[animal]]s or [[fish]] from the [[river]]. Creating an animal trap requires the [[trapping]] skill and not [[carpentry]] or [[metalcrafting]] despite the fact that they are constructed at a [[carpenter's workshop]] or a [[metalsmith's forge]]. It is recommended that you build separate workshops or forges to construct animal traps, for if you do not have an unoccupied dwarf with the trapping skill active work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks. | |
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− | + | Animal traps are stored by default in animal stockpiles when empty or containing an animal. They can be used for trapping animals in two ways - either by defining a Capture Live Land Animal task at the Kennels (which usually results in [[Vermin]] being captured) or by {{k|b}}uilding them as an Ani{{k|m}}al Trap. | |
− | + | When used via the kennels, a dwarf with the Trapping labour enabled will pick up an animal trap and find the nearest [[vermin]]. The dwarf will bundle the animal into the trap and drop it, and it will then be retrieved by a dwarf with Animal Hauling enabled and dropped in an animal stockpile. | |
− | + | When used via the {{k|b}}uild menu, the traps are constructed by a dwarf with the trapping labour enabled, using either a wooden or metal trap created previously from a Carpenter's shop or Forge. Once constructed, examining it with {{k|q}} will allow you to set the bait to be added to the trap. Set traps can be baited with nothing ({{k|z}}, presumably the inactive state), {{k|m}}eat, {{k|f}}ish or a large {{k|g}}em (presumably for more intelligent creatures). Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. | |
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− | When used via the {{k|b}}uild menu, the traps are constructed by a dwarf with the trapping | ||
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