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Difference between revisions of "v0.31:Animal trap"
m (manager, butcher's shop orders added) |
Khym Chanur (talk | contribs) (Copy editing; stockpiles and cages; can't dump vermin) |
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{{quality|Fine|15:51, 30 September 2010 (UTC)}}{{av}} | {{quality|Fine|15:51, 30 September 2010 (UTC)}}{{av}} | ||
− | '''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}} or a {{l|metalsmith's forge}} by a dwarf with the trapping labor enabled. |
− | 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}} or {{l|butcher's shop}} with {{k|q}} then {{k|a}}, or placing an order with the {{l|manager}} 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 {{l|fish}}, {{l|meat}}, or a large {{l|gem}} (though gems are currently useless) | + | Animal traps can be used by ordering one of your trappers to capture a live land animal in the {{l|kennel}} or {{l|butcher's shop}} with {{k|q}} then {{k|a}}, or placing an order with the {{l|manager}} from from a {{L|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 {{l|fish}}, {{l|meat}}, or a large {{l|gem}} (though gems are currently useless). There is a chance, depending on the {{L|quality}} of the tarp, 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 [[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. |
+ | |||
+ | When a vermin is caught in a trap it will be brought to an animal {{L|stockpile}} which accepts vermin of that type by a dwarf with the animal {{L|hauling}} labor enabled. You can remove a vermin from a cage (thus freeing it for re-use) by assigning it to an installed {{L|cage}}; for doing this to {{L|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 {{L|thought}}s. | ||
+ | |||
+ | Note that though a caught vermin is treated as if it were an item, marking it for {{L|dumping}} does nothing. | ||
== Currently reported bugs == | == Currently reported bugs == |
Revision as of 00:06, 2 July 2011
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 or Template:L with q then a, or placing an order with the Template:L from from a Template:L to catch a live land animal, and can also be built by going into the build menu, and choosing m to place an animal trap anywhere. In order to catch small animals, after the trap is placed it must be baited (q to select bait type). Bait can be Template:L, Template:L, or a large Template:L (though gems are currently useless). There is a chance, depending on the Template:L of the tarp, 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 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.
When a vermin is caught in a trap it will be brought to an animal Template:L which accepts vermin of that type by a dwarf with the animal Template:L labor enabled. You can remove a vermin from a cage (thus freeing it for re-use) by assigning it to an installed Template:L; for doing this to Template:L you should have a separate cage in a far away place, so as to reduce the chance of dwarves getting unhappy Template:Ls.
Note that though a caught vermin is treated as if it were an item, marking it for Template:L does nothing.
Currently reported bugs
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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