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Difference between revisions of "40d:Animal trap"
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− | :''For information on other types of traps, or trapping non-vermin land animals see | + | :''For information on other types of traps, or trapping non-vermin land animals see {{l|Trap}}.'' |
− | '''Animal traps''' are special | + | '''Animal traps''' are special {{l|trap}}s used to catch live {{l|vermin}} or {{l|fish}} from the {{l|river}}, ''not'' (large) land {{l|animal}}s. Creating an animal trap requires a dwarf with the {{l|trapping}} {{l|labor}} designated, rather than {{l|carpentry}} or {{l|metalcrafting}}, despite the fact that they are constructed at a {{l|carpenter's workshop}} or a {{l|metalsmith's forge}}. You may want to build separate workshops or forges to construct animal traps if you do it large scale, 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. |
− | Animal traps are stored by default in | + | Animal traps are stored by default in {{l|animal stockpile}}s 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 {{l|Kennel}}s or by {{k|b}}uilding them as an Ani{{k|m}}al Trap. |
− | When used via the kennels, a dwarf with the Trapping | + | When used via the kennels, a dwarf with the Trapping {{l|labor}} enabled will pick up an animal trap and head to an area with nearby vermin. If he finds one he will bundle the animal into the trap and drop it. The trap 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 labor 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}}, the inactive state), {{k|m}}eat, {{k|f}}ish or a large {{k|g}}em. Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. Meat used as bait can and will rot, releasing | + | When used via the {{k|b}}uild menu, the traps are constructed by a dwarf with the trapping labor 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}}, the inactive state), {{k|m}}eat, {{k|f}}ish or a large {{k|g}}em. Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. Meat used as bait can and will rot, releasing {{l|miasma}}, if the trap is not triggered first. Traps are not guaranteed to successfully capture an animal. The bait will be stolen if the trap fails to go off, but the trap remains set and simply needs rebaiting. According to {{l|Toady}}, the chance of a trap successfully capturing a vermin varies based on the trap's quality, using the formula '''50/65/75/85/95/100'''; this means that masterwork traps will never be robbed. |
− | Baiting with large gems is currently not functional.{{version|0.28.181.40d}} It is interesting to note that fish cannot be captured in this method, with baited/flooded animal traps. One must use the 'capture live fish' command issued from the | + | Baiting with large gems is currently not functional.{{version|0.28.181.40d}} It is interesting to note that fish cannot be captured in this method, with baited/flooded animal traps. One must use the 'capture live fish' command issued from the {{l|fishery}}. |
− | Once an animal is caught in a built and baited trap, the game will pause, zooming to the trap, and you will receive an announcement telling you what you caught. The trap will automatically be slated for removal, and one of your dwarves will deconstruct it and move the trap containing the animal back to the animal stockpile. Unlike a normal | + | Once an animal is caught in a built and baited trap, the game will pause, zooming to the trap, and you will receive an announcement telling you what you caught. The trap will automatically be slated for removal, and one of your dwarves will deconstruct it and move the trap containing the animal back to the animal stockpile. Unlike a normal {{l|cage trap}}, the animal trap must be manually reset and baited. |
− | At the moment, the most important creature to capture is the | + | At the moment, the most important creature to capture is the {{l|purring maggot}}, which can be milked. |
− | The sorts of small animal that these traps can catch aren't butcherable and, aside from milking purring maggots, provide no raw materials. Dwarves can tame them as pets, or if you leave them in the traps in the animal stockpile dwarves will occasionally come by and eat them. If your vermin are stored near a high traffic area, you might be unable to easily tame them, as dwarves will happily eat your vermin as if they were an ordinary meal (even if they are | + | The sorts of small animal that these traps can catch aren't butcherable and, aside from milking purring maggots, provide no raw materials. Dwarves can tame them as pets, or if you leave them in the traps in the animal stockpile dwarves will occasionally come by and eat them. If your vermin are stored near a high traffic area, you might be unable to easily tame them, as dwarves will happily eat your vermin as if they were an ordinary meal (even if they are {{l|Vermin#Risks|accosted}} by them). To prevent this, you can forbid the vermin, but not the animal trap. This will stop the dwarves from eating the animal, but will not hinder your ability to tame it, since taming requires only that the animal trap be usable. |
{{Buildings}} | {{Buildings}} | ||
[[Category:Items]][[Category:Furniture]][[Category:Traps]] | [[Category:Items]][[Category:Furniture]][[Category:Traps]] |
Revision as of 19:45, 2 April 2010
This article is about an older version of DF. |
- For information on other types of traps, or trapping non-vermin land animals see Template:L.
Animal traps are special Template:Ls used to catch live Template:L or Template:L from the Template:L, not (large) land Template:Ls. Creating an animal trap requires a dwarf with the Template:L Template:L designated, rather than Template:L or Template:L, despite the fact that they are constructed at a Template:L or a Template:L. You may want to build separate workshops or forges to construct animal traps if you do it large scale, 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.
Animal traps are stored by default in Template:Ls 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 Template:Ls or by building them as an Animal Trap.
When used via the kennels, a dwarf with the Trapping Template:L enabled will pick up an animal trap and head to an area with nearby vermin. If he finds one he will bundle the animal into the trap and drop it. The trap will then be retrieved by a dwarf with Animal Hauling enabled and dropped in an animal stockpile.
When used via the build menu, the traps are constructed by a dwarf with the trapping labor enabled, using either a wooden or metal trap created previously from a Carpenter's shop or Forge. Once constructed, examining it with q will allow you to set the bait to be added to the trap. Set traps can be baited with nothing (z, the inactive state), meat, fish or a large gem. Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. Meat used as bait can and will rot, releasing Template:L, if the trap is not triggered first. Traps are not guaranteed to successfully capture an animal. The bait will be stolen if the trap fails to go off, but the trap remains set and simply needs rebaiting. According to Template:L, the chance of a trap successfully capturing a vermin varies based on the trap's quality, using the formula 50/65/75/85/95/100; this means that masterwork traps will never be robbed.
Baiting with large gems is currently not functional.v0.28.181.40d It is interesting to note that fish cannot be captured in this method, with baited/flooded animal traps. One must use the 'capture live fish' command issued from the Template:L.
Once an animal is caught in a built and baited trap, the game will pause, zooming to the trap, and you will receive an announcement telling you what you caught. The trap will automatically be slated for removal, and one of your dwarves will deconstruct it and move the trap containing the animal back to the animal stockpile. Unlike a normal Template:L, the animal trap must be manually reset and baited.
At the moment, the most important creature to capture is the Template:L, which can be milked.
The sorts of small animal that these traps can catch aren't butcherable and, aside from milking purring maggots, provide no raw materials. Dwarves can tame them as pets, or if you leave them in the traps in the animal stockpile dwarves will occasionally come by and eat them. If your vermin are stored near a high traffic area, you might be unable to easily tame them, as dwarves will happily eat your vermin as if they were an ordinary meal (even if they are Template:L by them). To prevent this, you can forbid the vermin, but not the animal trap. This will stop the dwarves from eating the animal, but will not hinder your ability to tame it, since taming requires only that the animal trap be usable.
Rooms | |
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Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Bucket • Cabinet • Cage • Coffin • Container • 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 | |
Related Articles |