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Editing 23a:Animal trap

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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 (which does not work). 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 [[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. The chance of a trap successfully capturing a vermin varies based on the trap's quality - 50% for base-quality, 65% for well-crafted, 75% for finely-crafted, 85% for superior, 95% for exceptional, and 100% for masterwork.
 
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 (which does not work). 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 [[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. The chance of a trap successfully capturing a vermin varies based on the trap's quality - 50% for base-quality, 65% for well-crafted, 75% for finely-crafted, 85% for superior, 95% for exceptional, and 100% for masterwork.
  
In order to catch [[cave lobster]]s, [[purring maggot]]s, or [[fire snake]]s, the animal trap must be built directly ''over'' the [[cave river]], [[chasm]], or [[magma flow]]. Normal fish cannot be captured using this method - instead, you must use the "capture live fish" command issued from the [[fishery]]. Live captured fish should be placed in a filled [[aquarium]] or [[pond]] as soon as they are caught - if they are not, they will die within about 16 days and turn into raw fish to be cleaned at a [[fishery]].
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In order to catch [[cave lobster]]s, [[purring maggot]]s, or [[fire snake]]s, the animal trap must be built directly ''over'' the [[cave river]], [[chasm]], or [[magma flow]]. Normal fish cannot be captured using this method - instead, you must use the "capture live fish" command issued from the [[fishery]].
  
 
Baiting with large gems is non-functional - the "bait trap" job will cancel due to "need large gem" whether or not you have any, and even if the bait were somehow added to the trap (e.g. via memory hacking), no creature would ever set it off. Baiting should be done with care if you have recently [[butcher]]ed any large animals, as an entire [[stack]] of meat or fish will be placed into the trap rather than just a single unit.
 
Baiting with large gems is non-functional - the "bait trap" job will cancel due to "need large gem" whether or not you have any, and even if the bait were somehow added to the trap (e.g. via memory hacking), no creature would ever set it off. Baiting should be done with care if you have recently [[butcher]]ed any large animals, as an entire [[stack]] of meat or fish will be placed into the trap rather than just a single unit.

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