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v0.31:Trap
This article is about an older version of DF. |
Traps are a comparatively quick and easy method for defending a fortress. Unlike Template:Ls, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the build->Traps/Levers menu. You'll generally need one Template:L, a dwarf with the Template:L labor designated (ranks in this Template:L reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of Template:L, flying creatures and other occasional nasty surprises.
Note that, in combat situations, Template:Ls have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. Template:Lding traps after they are built will keep Urist McSuicide from deciding to reload a stone trap in the middle of a Template:L. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe Template:L until any threats have been dealt with.
Stone-fall Trap
The simplest trap to construct, a stone-fall trap is essentially a Template:L suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually not severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any Template:L with Template:L Template:L enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do not alert you of ambushes when triggered by hidden invaders[Verify], this can frequently lead your mechanics into peril.
- Components used: Template:L and an ordinary Template:L
Weapon Trap
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made Template:Ls to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist "trap only" weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)
The specialist weapons can be built in 2 workshops:
Template:L (menacing <metal> spike / large, serrated <metal> disc / spiked <metal> ball / enormous <metal> corkscrew / giant <metal> axe blade)
or
Template:L (menacing wooden spike / spiked wooden ball / enormous wooden corkscrew)
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will "attack" the creature with all the weapons available to it, normally doing massive damage.
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use "t" to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing "Enter/Return" adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press "d" to set the trap.
- Components used: Template:L and between 1 and 10 weapons.
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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