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Difference between revisions of "Animal trap"

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'''Animal traps''' are items used by a [[trapper]] to catch [[vermin]]. They are created at a [[carpenter's workshop]] or a [[metalsmith's forge]] (in Furniture menu) by a dwarf with the trapping labor enabled.
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An '''animal trap''' is a [[furniture]] used to catch live [[vermin]] on land. They are created at a [[carpenter's workshop]] or a [[metalsmith's forge]] (in the Furniture menu) by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[metal]]. Animal traps are unrelated to other [[trap]]s. To capture [[creature]]-sized animals, a [[cage]] is required.
  
Animal traps can be used by ordering one of your trappers to capture a live land animal in the [[kennel]] or [[butcher's shop]] with {{k|q}} then {{k|a}}, or placing an order with the [[manager]] from a [[kennel]] to catch a live land animal, and can also be built by going into the {{k|b}}uild menu, and choosing {{k|m}} to place an animal trap anywhere. In order to catch small animals, after the trap is placed it must be baited ({{k|q}} to select bait type). Bait can be [[Creature#Aquatic|fish]], [[meat]], or a large [[gem]] (though gems are currently useless). There is a chance, depending on the [[quality]] of the trap, that it will not spring fast enough to catch the vermin, 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 [[Main: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.
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Like cages, animal traps are stored in an animal [[stockpile]]. To set the pile to accept only empty traps, go to its settings and {{k|b}}lock all items, then {{k|j}} to enable empty animal traps.
  
When a vermin is caught in a trap, it will be brought to an animal [[stockpile]] which accepts vermin of that type by a dwarf with the animal [[hauling]] labor enabled.  You can remove a vermin from a trap (thus freeing it for re-use) by assigning it to an installed [[cage]]; for doing this to [[vermin#Hateable_vermin|hateable vermin]] you should have a separate cage in a far away place, so as to reduce the chance of dwarves getting unhappy [[thought]]s.  
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==Use==
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Order the task "Capture a Live Land Animal" from a [[kennel]] or [[butcher's shop]] ({{k|q}}-{{k|a}}). A trapper will then grab an available animal trap and begin to pursue and capture wild vermin.
  
Certain types of vermin can gnaw through wooden animal traps and wooden [[cage]]s. This does not destroy the trap; instead, the vermin just escapes. When this happens the game pauses too. If this happens too often, you might be better off forbidding or getting rid of your [[wood]]en animal traps and making some metal ones.
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Animal traps can also be [[building|built]] on a tile by going to the {{k|b}}uild menu and pressing {{k|m}}. After the trap is placed, it must be baited with [[fish]], [[meat]], or a [[large gem]] (large gems are useless at the moment). Press {{k|q}} and hover over a placed trap to select its bait type. Press {{k|z}} to deselect the bait. When a bait is selected, trapper will automatically go and bait the trap (you cannot remove the bait afterwards). A baited animal trap flashes between the trap and bait symbols. When it successfully captures (or fails to capture) a vermin, the game will pause and make an [[announcement]]. A trap with a caught vermin will automatically be slated for removal, and subsequently be hauled back to a stockpile.
  
Note that a caught vermin is treated as if it were an item; marking it for [[Activity zone|dumping]] releases it.
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The main advantage of building an animal trap over using a kennel or butcher's shop is the ability to specify the location or [[biome]]. It also allows trappers to perform other tasks while the trap is set up. The disadvantage is that built traps require bait to function.
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When a vermin is caught, the trap containing the vermin will be brought to an animal stockpile which accepts vermin of that type by a dwarf with the animal [[hauling]] labor enabled. A caught vermin is treated as if it were an item. Marking it for dumping will send it to a nearby [[garbage dump]], and once dumped will disappear back to the wild. Caught vermin are viewable in the animal [[status]] screen. To tame one, go to a kennel and select {{k|t}}. A dwarf with [[animal training]] enabled will take a trap containing an untamed vermin to the kennel and train it with food. After taming it, a dwarf will haul the animal trap containing the now-tamed vermin back to an animal stockpile.
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You can remove a vermin from the trap (thus freeing the trap for reuse) by assigning it to an installed [[cage]]. For [[hateable]] vermin, it is recommended to have an installed cage in a far away place to reduce the chance of passing dwarves getting unhappy [[thought]]s.
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Vermin with {{token|GNAWER|c}} can break free from wooden animal traps. This does not destroy the trap. The game pauses and makes an announcement whenever this happens; if it occurs too often, it is better off getting rid of wooden traps and replacing them with metal ones.
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==Success chance==
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There is a chance that a baited animal trap may be robbed, and the trap will need to be rebaited by a trapper. The [[item quality]] affects the success chance of catching a vermin. To compare, a normal trap has a 50% of failing, while masterwork traps will never fail.
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{| class="wikitable"
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! Quality !! Success chance
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|-
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| (none) || 50%
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|-
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| -Well-crafted- || 60%
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|-
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| +Finely-crafted+ || 75%
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|-
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| *Superior quality* || 85%
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|-
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| ≡Exceptional≡ || 95%
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|-
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| ☼Masterful☼ || 100%
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|}
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==See also==
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* [[Aquarium]] – used to [[captured live fish|capture live aquatic vermin]].
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{{Translation
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| dwarven = emär ïggal
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| elvish  = fela abola
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| goblin  = slulasp stoslo
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| human  = dik losric
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}}
  
{{Translation| dwarven = emär ïggal | elvish = fela abola | goblin = slulasp stoslo | human = dik losric}}
 
 
{{buildings}}
 
{{buildings}}

Revision as of 11:41, 9 October 2017

This article is about the current version of DF.
Note that some content may still need to be updated.

An animal trap is a furniture used to catch live vermin on land. They are created at a carpenter's workshop or a metalsmith's forge (in the Furniture menu) by a dwarf with the trapping labor enabled. An animal trap can be made from wood or metal. Animal traps are unrelated to other traps. To capture creature-sized animals, a cage is required.

Like cages, animal traps are stored in an animal stockpile. To set the pile to accept only empty traps, go to its settings and block all items, then j to enable empty animal traps.

Use

Order the task "Capture a Live Land Animal" from a kennel or butcher's shop (q-a). A trapper will then grab an available animal trap and begin to pursue and capture wild vermin.

Animal traps can also be built on a tile by going to the build menu and pressing m. After the trap is placed, it must be baited with fish, meat, or a large gem (large gems are useless at the moment). Press q and hover over a placed trap to select its bait type. Press z to deselect the bait. When a bait is selected, trapper will automatically go and bait the trap (you cannot remove the bait afterwards). A baited animal trap flashes between the trap and bait symbols. When it successfully captures (or fails to capture) a vermin, the game will pause and make an announcement. A trap with a caught vermin will automatically be slated for removal, and subsequently be hauled back to a stockpile.

The main advantage of building an animal trap over using a kennel or butcher's shop is the ability to specify the location or biome. It also allows trappers to perform other tasks while the trap is set up. The disadvantage is that built traps require bait to function.

When a vermin is caught, the trap containing the vermin will be brought to an animal stockpile which accepts vermin of that type by a dwarf with the animal hauling labor enabled. A caught vermin is treated as if it were an item. Marking it for dumping will send it to a nearby garbage dump, and once dumped will disappear back to the wild. Caught vermin are viewable in the animal status screen. To tame one, go to a kennel and select t. A dwarf with animal training enabled will take a trap containing an untamed vermin to the kennel and train it with food. After taming it, a dwarf will haul the animal trap containing the now-tamed vermin back to an animal stockpile.

You can remove a vermin from the trap (thus freeing the trap for reuse) by assigning it to an installed cage. For hateable vermin, it is recommended to have an installed cage in a far away place to reduce the chance of passing dwarves getting unhappy thoughts.

Vermin with [GNAWER] can break free from wooden animal traps. This does not destroy the trap. The game pauses and makes an announcement whenever this happens; if it occurs too often, it is better off getting rid of wooden traps and replacing them with metal ones.

Success chance

There is a chance that a baited animal trap may be robbed, and the trap will need to be rebaited by a trapper. The item quality affects the success chance of catching a vermin. To compare, a normal trap has a 50% of failing, while masterwork traps will never fail.

Quality Success chance
(none) 50%
-Well-crafted- 60%
+Finely-crafted+ 75%
*Superior quality* 85%
≡Exceptional≡ 95%
☼Masterful☼ 100%

See also

"Animal trap" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: emär ïggal
Elven: fela abola
Goblin: slulasp stoslo
Human: dik losric

Furniture
Animal trapAnvilArmor standBedBlocksBox (chest • coffer) • BucketCabinetCage (aquarium • terrarium) • Coffin (casket • sarcophagus) • RestraintSlabStatueTableThrone (chair) • Weapon rack
Tools
AltarBookcaseDisplay (display case • pedestal) • HiveNest box

Access
BarsBridgeDoor (portal) • FloodgateGrateHatchRoadWindow
Constructions
Machine and trap parts
Other buildings

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