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Difference between revisions of "23a:Restraint"
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− | {{ | + | {{Quality|Superior|02:04, 29 April 2013 (UTC)}} |
− | :''(If looking for information on chain armor, see | + | {{av}} |
+ | :''(If looking for information on chain armor, see [[armor piece]])''. | ||
− | '''Chains''' are created at the | + | '''Chains''' are created at the [[metalsmith's forge]] with one metal bar (or '''four''' [[adamantine]] wafers{{verify}}) using the [[metal crafter]] skill (despite being listed under "Furniture" and not "Other objects"). |
− | '''Ropes''' are created at the | + | '''Ropes''' are created at the [[clothier's shop]] with one [[cloth]], using the [[clothier]] skill. |
− | Both are used in building '''restraints''' and are mostly interchangeable. Chains and ropes both have a base | + | Both are used in building '''restraints''' and are mostly interchangeable. Chains and ropes both have a base [[value]] of 10, modified by [[material]], [[quality]] and any [[decoration]]s. Both are stored in finished goods [[stockpile]]s. Both can be made into a restraint by placing them as [[building]] using the {{k|b}} + {{k|v}} keys. |
__TOC__ | __TOC__ | ||
== Restraints == | == Restraints == | ||
− | |||
− | + | A '''restraint''' is (technically) a 1-tile large [[building]], a chain or rope which is used to restrain a [[dog]], [[dwarf]] or other [[creature]] to a certain very limited area of movement. Unlike a [[cage]], a restraint can only hold one creature, and the creature can move within a range of one tile from the location of the restraint itself. This gives them, at most, a 3x3 square of movement, limited as normal by [[wall]]s, [[door]]s etc. Restraints do not block movement, including movement of [[wagon]]s. While an animal is assigned to it the same as with a cage, using the {{K|q}} menu, dwarves can and will only be assigned from within the [[justice]] system. | |
− | + | Restraints can be used to keep a dog or other animal near areas where you need constant vigilance and defense. Chained animals placed near the entrance to your fort will spot [[kobold]] thieves that can bypass traps and other passive defenses, pausing the game and [[announcement|announcing]] their presence. A pair of animals, placed opposite each other against the walls of a 3-wide corridor (so they cannot have more than 1 tile between them), are guaranteed to spot any [[thief]] that tries to enter, and (if combative) will similarly engage any hostile creature. | |
− | Either chains or ropes can be designated for | + | Unlike caged animals, restrained animals can breed, so restraints are often used for controlling domestic animals when you're running a [[meat industry]]. |
+ | |||
+ | Either chains or ropes can be designated for [[jail]]ing dwarves for your [[justice]] system. However, it has been reported that ropes can be broken by [[tantrum]]ing dwarves and rarely by animals. Chains can be broken by a [[tantrum]]ing dwarf but it is not clear if the same can be done by restrained animals, it is also unknown if the type of chain or strength of the dwarf is a factor. In the [[Status#Justice_Status_Screen|z-Justice screen]], although the information in the upper right corner is listed as "Cages and Chains", both ropes ''and'' chains are counted. | ||
==Removal== | ==Removal== | ||
− | When removing restraints, first un-assign any attached animal (via {{k|q}} + {{k|a}} and selecting "Nobody"). Then, once the animal has been released from the restraint ({{k|q}} to verify), you can remove the restraint as you would any constructed furniture ( {{k|q}} + {{k|x}}), and wait for a | + | When removing restraints, first un-assign any attached animal (via {{k|q}} + {{k|a}} and selecting "Nobody"). Then, once the animal has been released from the restraint ({{k|q}} to verify), you can remove the restraint as you would any constructed furniture ( {{k|q}} + {{k|x}}), and wait for a [[hauling|furniture hauler]] to respond). Once the desired item is free, you can then re-place the restraint and/or re-assign the animal, respectively. |
− | If you remove the restraint before unassigning the creature, the restraint itself (chain or rope) will remain as the animal's collar (inventory). If that happens, the only way to remove it is to find it in Z-Stocks and mark it for | + | If you remove the restraint before unassigning the creature, the restraint itself (chain or rope) will remain as the animal's collar (inventory). If that happens, the only way to remove it is to find it in Z-Stocks and mark it for [[chasm]]ing, though this will generally result in the item being destroyed unless you can prevent the refuse hauler from ever reaching the chasm. A chain or rope around an animal's neck cannot be re-built as a restraint, although the image of wardogs wandering around with useless, expensive metal chains around their necks is rather butch. |
==Triggers== | ==Triggers== | ||
− | Restraints can be linked to | + | Restraints can be linked to [[mechanism]]s in order to remotely deconstruct them. When the mechanism is activated (whether from a [[lever]] or [[pressure plate]]), the restraint is immediately unbuilt and the attached creature is released, leaving the restraint attached to its neck. |
− | ==Restraints as | + | ==Restraints as decorations== |
− | Ropes or chains (or | + | Ropes or chains (or [[bag]]s) decorated with [[image]]s can be a way of recording your fortress' history instead of [[stone detailing]]. When built as restraints (or, for bags, as [[container]]s), dwarves can admire them, so they can function as makeshift tapestries. |
'''See also:''' | '''See also:''' | ||
− | :* | + | :* [[Jail]] |
{{Buildings}} | {{Buildings}} | ||
{{Category|Furniture}} | {{Category|Furniture}} | ||
− |
Latest revision as of 16:34, 26 July 2021
This article is about an older version of DF. |
- (If looking for information on chain armor, see armor piece).
Chains are created at the metalsmith's forge with one metal bar (or four adamantine wafers[Verify]) using the metal crafter skill (despite being listed under "Furniture" and not "Other objects").
Ropes are created at the clothier's shop with one cloth, using the clothier skill.
Both are used in building restraints and are mostly interchangeable. Chains and ropes both have a base value of 10, modified by material, quality and any decorations. Both are stored in finished goods stockpiles. Both can be made into a restraint by placing them as building using the b + v keys.
Restraints[edit]
A restraint is (technically) a 1-tile large building, a chain or rope which is used to restrain a dog, dwarf or other creature to a certain very limited area of movement. Unlike a cage, a restraint can only hold one creature, and the creature can move within a range of one tile from the location of the restraint itself. This gives them, at most, a 3x3 square of movement, limited as normal by walls, doors etc. Restraints do not block movement, including movement of wagons. While an animal is assigned to it the same as with a cage, using the q menu, dwarves can and will only be assigned from within the justice system.
Restraints can be used to keep a dog or other animal near areas where you need constant vigilance and defense. Chained animals placed near the entrance to your fort will spot kobold thieves that can bypass traps and other passive defenses, pausing the game and announcing their presence. A pair of animals, placed opposite each other against the walls of a 3-wide corridor (so they cannot have more than 1 tile between them), are guaranteed to spot any thief that tries to enter, and (if combative) will similarly engage any hostile creature.
Unlike caged animals, restrained animals can breed, so restraints are often used for controlling domestic animals when you're running a meat industry.
Either chains or ropes can be designated for jailing dwarves for your justice system. However, it has been reported that ropes can be broken by tantruming dwarves and rarely by animals. Chains can be broken by a tantruming dwarf but it is not clear if the same can be done by restrained animals, it is also unknown if the type of chain or strength of the dwarf is a factor. In the z-Justice screen, although the information in the upper right corner is listed as "Cages and Chains", both ropes and chains are counted.
Removal[edit]
When removing restraints, first un-assign any attached animal (via q + a and selecting "Nobody"). Then, once the animal has been released from the restraint (q to verify), you can remove the restraint as you would any constructed furniture ( q + x), and wait for a furniture hauler to respond). Once the desired item is free, you can then re-place the restraint and/or re-assign the animal, respectively.
If you remove the restraint before unassigning the creature, the restraint itself (chain or rope) will remain as the animal's collar (inventory). If that happens, the only way to remove it is to find it in Z-Stocks and mark it for chasming, though this will generally result in the item being destroyed unless you can prevent the refuse hauler from ever reaching the chasm. A chain or rope around an animal's neck cannot be re-built as a restraint, although the image of wardogs wandering around with useless, expensive metal chains around their necks is rather butch.
Triggers[edit]
Restraints can be linked to mechanisms in order to remotely deconstruct them. When the mechanism is activated (whether from a lever or pressure plate), the restraint is immediately unbuilt and the attached creature is released, leaving the restraint attached to its neck.
Restraints as decorations[edit]
Ropes or chains (or bags) decorated with images can be a way of recording your fortress' history instead of stone detailing. When built as restraints (or, for bags, as containers), dwarves can admire them, so they can function as makeshift tapestries.
See also:
Rooms | |
---|---|
Furniture | |
Access | |
Trap parts | |
Other Buildings | |
Related Articles |