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Difference between revisions of "v0.31:Animal trap"
(Removed wrong info: Blacksmithing skill NOT used for creating metal animal traps.) |
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'''Animal traps''' are items used by a {{l|trapper}} to catch {{l|vermin}}. | '''Animal traps''' are items used by a {{l|trapper}} to catch {{l|vermin}}. | ||
− | They are created at a {{l|carpenter's workshop}} | + | They are created at a {{l|carpenter's workshop}} or a {{l|metalsmith's forge}} by a dwarf with the trapping labor enabled. |
Animal traps can be used by ordering one of your trappers to capture a live land animal in the {{l|kennel}} with {{k|q}} then {{k|a}}, or placing an order with to capture live land animals, and can also be build by going into the {{k|b}}uild menu, and choosing {{k|m}} to place an animal trap anywhere. In order to bait small animals, the trap must be baited once set. Bait can be {{l|fish}}, {{l|meat}}, or a large {{l|gem}} (though gems are currently useless), however, there is a chance that depends on it's quality that it will not spring fast enough to catch it, causing the bait to be lost, and the trap will need to be reset and rebaited, which a trapper dwarf will automatically do on his own. According to [[Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as opposed to being robbed) is '''50/65/75/85/95/100'''; this means that masterwork traps will never be robbed. | Animal traps can be used by ordering one of your trappers to capture a live land animal in the {{l|kennel}} with {{k|q}} then {{k|a}}, or placing an order with to capture live land animals, and can also be build by going into the {{k|b}}uild menu, and choosing {{k|m}} to place an animal trap anywhere. In order to bait small animals, the trap must be baited once set. Bait can be {{l|fish}}, {{l|meat}}, or a large {{l|gem}} (though gems are currently useless), however, there is a chance that depends on it's quality that it will not spring fast enough to catch it, causing the bait to be lost, and the trap will need to be reset and rebaited, which a trapper dwarf will automatically do on his own. According to [[Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as opposed to being robbed) is '''50/65/75/85/95/100'''; this means that masterwork traps will never be robbed. | ||
{{buildings}} | {{buildings}} |
Revision as of 10:07, 10 July 2010
This article is about an older version of DF. |
Animal traps are items used by a Template:L to catch Template:L. They are created at a Template:L or a Template:L by a dwarf with the trapping labor enabled.
Animal traps can be used by ordering one of your trappers to capture a live land animal in the Template:L with q then a, or placing an order with to capture live land animals, and can also be build by going into the build menu, and choosing m to place an animal trap anywhere. In order to bait small animals, the trap must be baited once set. Bait can be Template:L, Template:L, or a large Template:L (though gems are currently useless), however, there is a chance that depends on it's quality that it will not spring fast enough to catch it, causing the bait to be lost, and the trap will need to be reset and rebaited, which a trapper dwarf will automatically do on his own. According to Toady, the formula for the chance that a trap quality gives you successfully trapping a creature (as opposed to being robbed) is 50/65/75/85/95/100; this means that masterwork traps will never be robbed.
Rooms |
Barracks • Bedroom • Dining room • Dormitory • Jail • Meeting hall • Hospital • Office • Sculpture garden • Tomb • Zoo |
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Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Box • Bucket • Cabinet • Cage • Coffin • Restraint • Seat • Statue • Table • Weapon rack |
Access | |
Constructions | |
Machine & Trap parts |
Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever • Pressure plate • Trap • Support |
Other Buildings | |
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