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Editing 40d Talk:Trap
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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 | + | :::: 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) | ::::: 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) | ||
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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) | ||
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== Stone Fall Update: Watch Out!! == | == Stone Fall Update: Watch Out!! == | ||
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: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) | :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. | + | 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. |
== Caged Creatures and Loot == | == Caged Creatures and Loot == | ||
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC) | ::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC) | ||
− | + | == Spike Trap hit falling goblin == | |
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+ | I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death. However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap. The trap wasn't being operated at the time. Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST) | ||
== Friendlies ''completely'' immune to traps? == | == 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) | 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) | ||
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== Traps + Caravans = very bad == | == Traps + Caravans = very bad == | ||
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: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) | :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) | ||
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== Caged Dwarfs not immortal == | == Caged Dwarfs not immortal == | ||
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:: 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) | :: 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) | :: 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) | ||
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