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Editing 40d Talk:Trap

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I'm pretty sure the "corpse stuck in trap" chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)
 
I'm pretty sure the "corpse stuck in trap" chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)
 
  
 
==cage traps/ fire imps==
 
==cage traps/ fire imps==
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)
 
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)
 
:::: At least "normal" goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)
 
:::: At least "normal" goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)
:::: I have to agree with Koltom, I got an "Ambush" event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User:Qwertyu|Qwertyu]] 13:31 (UTC+1)
+
:::: I have to agree with Koltom, I got an "Ambush" event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)
 
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)
 
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)
 
  
 
== Crossbow Trap? ==
 
== Crossbow Trap? ==
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)
 
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)
 
:Goblin Cage(Material) is usually a good indication that you've caught them. In fact, the "____" cage (Material) is a name that's given when something occupies the cage, I believe, so it definitely means the Goblin is trapped inside, as otherwise it would simply be a "Larch Cage". [[User:Jwguy|Jwguy]] 06:15, 4 June 2009 (UTC)
 
  
 
== Stone Fall Update: Watch Out!! ==
 
== Stone Fall Update: Watch Out!! ==
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC
 
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC
 
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)
 
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)
 
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as "outside"), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)
 
 
I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future. [[User:Heliman|Heliman]] 11:16, 16 May 2009 (EST)
 
  
 
== Caged Creatures and Loot ==
 
== Caged Creatures and Loot ==
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)
 
: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)
 
:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)
 
 
::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.
 
 
== Dwarven Flame Belcher ==
 
 
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.
 
 
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]
 
[NAME:flame belcher:flame belchers]
 
[ADJECTIVE:dwarven]
 
[DAMAGE:100:HEAT]
 
[WEIGHT:200]
 
[HITS:1]
 
[CRITBOOST:1]
 
[MATERIAL_SIZE:4]
 
[RANGED:CROSSBOW:CHARCOAL]
 
[METAL]
 
 
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)
 
 
:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)
 
 
::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)
 
 
: Refined coal is [[coke]] in the game. Whiskey is a nice burny liquid your dwarves know how to make, but it's wasted on goblins. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:29, 30 May 2009 (UTC)
 
 
== Friendlies ''completely'' immune to traps? ==
 
 
Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)
 
 
Well it depends, if the trap in question is a spike trap, it will not discriminate between friend or foe, otherwise a trap shouldn't harm any conscious ally--[[User:Heliman|Heliman]] 2:12, May 17 2009 (EST)
 
 
== Traps + Caravans = very bad ==
 
 
Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?
 
 
Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress
 
 
:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)
 
:: Um, isn't there a "panic" mode that will let any creatures trigger traps? Like kobold thieves can be caught by a trap after they ve been detected and run off? Maybe the same goes for chased traders. --[[User:Koltom|Koltom]] 23:53, 15 July 2009 (UTC)
 
 
== Caged Dwarfs not immortal ==
 
 
So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.
 
 
== Stonefall traps not being reloaded?==
 
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)
 
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)
 
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)
 
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)
 
 
== Cage trap bug ==
 
 
recently I caught about 15 goblins in a siege so I decided to drop them in my volcano to prove a point to the rest. Well I dropped them in and then I noticed that one of my cage traps was smoking and that there was everything that a goblin bowmen would where in it. So after a couple of minutes I had gotten a screw pump ready to try and get rid of the smoke when my game crashed then I tried it again and the exact same thing happened. Im pretty sure that this is a bug but I cant be sure.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 00:32, 3 June 2009 (UTC)
 
 
== disposing of trapped hostiles ==
 
 
What is the safest/easiest way to empty cages? TIA <font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 06:31, 21 June 2009 (UTC)
 
 
Build a drowning room that you can fill with a screw pump / floodgate connected to river, build the cages in there, link a lever to the cages, close and forbid the door of the drowning room, pull the lever.
 
 
Other ways are more risky, but can also be more fun ;)
 
--[[User:Syndic|Syndic]] 13:10, 10 July 2009 (UTC)
 
 
: create a room with a lockable door.  Build the cages in that room.  Connect the cages to a lever.  Use the d-b-d key combo to dump the traps.  Use 't' to look at all the cages and stop dumping the cage and mechanisms themselves.  Wait for your dwarves to strips the prisoners naked.  Lock some of your warriors in the room with the cage.  Pull the lever.  Free XP.  Clean up and go again. --[[User:Altaree|Altaree]] 18:01, 29 March 2010 (UTC)
 
 
 
== Human ambushers trap-immune? ==
 
 
In 28.181.40d it seems that the humans that come with the goblin ambushes walk past my traps without setting them off, luckily they usually flee when their goblin friends follow them and are killed by the traps. Do humans have some sort of trap-evasion now too or (more likely) do human ambushers also benefit from that "not affected by traps their diplomats have seen" thing that human sieges get?
 
--[[User:Syndic|Syndic]] 07:37, 10 July 2009 (UTC)
 
 
Update: seems like it really is caused by the human diplomats seeing the traps... another ambush, the human walked past all the traps just fine until he hit a weapon trap that I constructed after the last caravan already left. I'm now building special trap-filled, pet-baited corridors with doors in front so the filthy spies can't see them.--[[User:Syndic|Syndic]] 12:52, 10 July 2009 (UTC)
 
 
Hmm, now an elf leading a goblin ambush walked past traps too... not sure what to make of this --[[User:Syndic|Syndic]] 14:57, 15 July 2009 (UTC)
 
 
== {forbidden} animal corpses ==
 
 
when elephants are getting killed by my weapon traps (which IMO are being a great way to train my forest gulag woodcutter/carpenter/mechanic Corps of Engineers) the corpse is {forbidden}. Which means perfectly good meat/skin going to waste.
 
 
Is there a way to make dead meat not be auto-forbidden?? Might be worth putting in there somewhere??
 
I've already got one friendly herd of elephants so don't need to cage-trap any more thanks!
 
<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 10:50, 22 October 2009 (UTC)
 
 
:Try (O)rders (F)orbid to find the right menu.  Most of us consider auto-forbidding corpses a feature - it stops foolhardy peasants from running into goblin attackers to loot the corpse of a recently slain one. --[[User:Squirrelloid|Squirrelloid]] 14:03, 22 October 2009 (UTC)
 
 
::Thanks, now I know how the feature works I will be able to toggle it on/off as needed.<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 13:08, 23 October 2009 (UTC)
 
 
== Spike trap actually does work on falling dwarves ==
 
The Baron Consort had a bit of an... accident when someone mistakenly pulled the lever that activated the floor hatches in his room that dropped him on top of upright spikes which had no triggers at all. He was impaled on it. The fortress Channeltribes is <s>thrilled with</s> deeply saddened by our loss.
 
:Are you sure it was the spikes that killed him, and not just fall damage?  --[[User:LaVacaMorada|LaVacaMorada]] 06:49, 5 November 2009 (UTC)
 
 
==Getting dwarves out of cages==
 
If an individual dwarf falls unconcious on a cage trap (NOT a child in a snatcher's inventory), and the cage used was wood (Can't set it to justice), is there any way to get that dwarf out? The dwarf in question decided that there was nothing wrong with walking around with a damaged lung and fell unconcious on a cage trap. Now he's sitting in my storage room. I tried "building" the cage he was in, then tried taking him out by unassigning him from it, but nobody seems interested in letting him out, even if they have nothing else to do and I have animal hauling, animal handling, etc, activated on them. Any ideas on getting him out? --[[Special:Contributions/98.222.254.167|98.222.254.167]] 22:11, 1 July 2010 (UTC)
 
*Link it to a lever, then pull the lever. --[[User:Quietust|Quietust]] 02:25, 2 July 2010 (UTC)
 

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