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Trapavoid
This article was migrated from DF2014:Trapavoid and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
Creatures with the TRAPAVOID token cannot be affected by normal traps, and do not set off pressure plates. By ignoring a large part of some players' defenses, such creatures can be difficult to deal with.
Common trap avoiders
- Kobold
- Gremlin
- Forgotten beast
- Titan
- Demon
- Werebeasts (in werebeast form only)
Trapping trapavoiders
Despite the difficulty in trapping trapavoiders, it's not necessary to rely on your military to defeat them. Several special trapping techniques can be used instead.
Spike trap
Retracting spike traps can be used against trapavoiders as easily as against any other creature. Of course, such traps need to be triggered somehow, either by lever, or by a repeater of some sort. (Any other manually triggerable trap design can be used instead.)
Web or loss of consciousness
Trapavoiders become vulnerable to traditional traps when they are webbed or unconscious. One can take advantage of this, usually to cage the uncageable, by building traps in a silk farm or by building a constructed floor on top of a support and surrounding the area under it with traditional traps-- what is known as a cave-in trap.
Trap by rule-out
The very fact that trapavoiders are unable to set off pressure plates allows one to build special traps to catch trapavoiders. By building a pressure plate set to be triggered by all weights, including civilians, you can be relatively certain that anything that doesn't set off the pressure plate is a trapavoider. Designs based around this concept can route civilians and trap-vulnerable creatures one way, and divert everything that doesn't trigger the pressure plate through another corridor-- perhaps one filled with retracting spikes connected to a repeater.