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Editing v0.31 Talk:Trap

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::No worries, good bit of sleuthing there.  I haven't played with the spikes much, but it makes sense.--[[User:Kwieland|Kwieland]] 11:56, 18 June 2010 (UTC)
 
::No worries, good bit of sleuthing there.  I haven't played with the spikes much, but it makes sense.--[[User:Kwieland|Kwieland]] 11:56, 18 June 2010 (UTC)
 
Does anyone know if mechanism quality affects the lethality of spike traps attached to triggers? I know they do for normal weapon traps, but since I'm loading up my danger room this would be useful information.
 
  
 
== Stonefall ==
 
== Stonefall ==
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Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.
 
Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.
 
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)
 
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)
 
 
Cage traps can be used to catch dwarves in a berserk rage. This can be useful when your Strange Moods are requiring items you do not have. Rather than have a violent murder occur, or having to starve him to death in the workshop. You are now free to be creative with how he meets his end (releasing amongst the elves is recommended). [[Special:Contributions/74.192.98.80|74.192.98.80]] 17:15, 27 October 2010 (UTC)
 
 
Added a section to cage traps concerning webbed traps.  A cage trap with a GCS web on it will capture titans, FBs and clowns.  Tested on titans/fbs in 31.18.  Clown info is lore from forums but logical since all 3 of these types are trapavoid, nostun.  -Celem 29 Nov 2010
 
 
:I cant find a relation between the materials and the traps. Are there any?
 
::Material of a cage has no effect other than on its weight/value when used in traps.  When used as a prison I believe only metal works.  -Celem 2010-12-27
 
 
How would i go about getting GCS webs on a cage trap? To my best knowledge they can't be physically placed there, so would i have to, somehow, get one to spit a web directly onto where i want the trap placed? - Manic Dementia 18 January 2011
 
  
 
==taming==
 
==taming==
 
I'm not sure who put the "taming isn't working" notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.
 
I'm not sure who put the "taming isn't working" notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.
 
:Taming seems to be working fine.  If you fix the appointment method for DM his functions all work fine too. (31.18) -Celem 2010.12.27
 
  
 
== Caging normally uncagable creatures? ==
 
== Caging normally uncagable creatures? ==
 
I was able to cage a gremlin, but only after it was injured. Before that it just walked over my traps. Not sure if it was because it was injured, or because it was knocked on to the floor, or stunned... can other normally uncagable creatures be caught the same way? Someone confirm.
 
I was able to cage a gremlin, but only after it was injured. Before that it just walked over my traps. Not sure if it was because it was injured, or because it was knocked on to the floor, or stunned... can other normally uncagable creatures be caught the same way? Someone confirm.
Edit: looked around in the wiki a bit more. Turns out gremlins (as well as kobalds) can avoid traps, but will not always. It would be nice to have a list of creatures who can avoid traps. Can't find one. Also forgot to sign last time. --[[User:Peglegpenguin|Peglegpenguin]] 23:06, 12 August 2010 (UTC)
 
:All creatures will trigger traps if they fall unconscious on top of them, including those with TRAPAVOID. This was rather famously used back in 40d to trap frog demons and tentacle demons, but '''not''' spirits of fire (due to them being un-knockout-able). All titans, forgotten beasts, and demons in version 0.31 have TRAPAVOID and are, like the spirit of fire of 40d and earlier, similarly immune to being knocked unconscious and are thus impossible to trap. --[[User:Quietust|Quietust]] 00:37, 13 August 2010 (UTC)
 
 
The above no longer appears true....see note a few lines up under cage trap main entry.  re: web on cage will trap anything including fbs and titans.  i expect demons too - Celem 29 Nov 2010
 
 
== Note for deconstruction ==
 
 
Can we put a note about deconstruction of a weapon trap noting if you get the weapons back or not? I checked the wiki to learn this and there isn't that piece of information. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]</small>
 
:Yes.  You do.  Just like every other building or construction - you use parts to build it, you get the parts back when you un-build it.  But if it's destroyed by an enemy rather than deconstructed by a dwarf, the parts get damaged. --[[User:DeMatt|DeMatt]] 22:34, 9 November 2010 (UTC)
 
 
Added in intro. -Celem 2010-12-27
 
 
== Determining if a snow/blood covered trap is loaded ==
 
 
Is there any way to determine if a cage trap is loaded if it is covered with snow or blood (and therefore looks the same whether loaded or not?)--[[User:Peglegpenguin|Peglegpenguin]] 03:01, 9 November 2010 (UTC)
 
: Press {{k|t}} (Check Building I{{k|t}}ems) and cursor over the trap.  A ''built'' cage trap will list the mechanism used to build it, with a {{Tile|[B]|7:0:1}} beside the name.  A ''loaded'' cage trap will additionally list the cage used to load it, with a {{Tile|[B]|1:0:1}} there too. --[[User:DeMatt|DeMatt]] 21:12, 9 November 2010 (UTC)
 
 
::Added an intro note on this, thanks DeMatt. -Celem 2010-12-27
 
 
::: this is especially annoying when you have vomit covered loaded traps. they look exactly like non-loaded ones, then once you check you find that its just vomit.
 
:::Or if you have glass cages and you want to determine if they are forbidden or not!--[[User:Kwieland|Kwieland]] 13:15, 10 May 2011 (UTC)
 
 
== Mechanism Quality ==
 
 
Does the mechanism quality have any effect other than how long it takes to construct the trap?  Does it effect reload time or damage/attack power, etc? [[User:Rembrandtq|Rembrandtq]] 22:56, 22 December 2010 (UTC)
 
 
Mechanism quality is the most important factor in determining if a weapon trap succeeds in striking a target, it basically represents weapon skill.  added a note on this, but dont know if quality affects stone-fall traps, need some !!science!!  -Celem 2010-12-27
 
 
== Stonefall crashing ==
 
Has anyone else experienced crashing with stonefall traps? I am using version 0.31.17. My current game is heavily modded, but I haven't touched stones or the latest creature to spring the trap (mountain goat), so that should not have any effect. --[[User:Axussriddare|Axussriddare]] 16:36, 2 January 2011 (UTC)
 
 
==Stonefall Data==
 
is there data about the type of damage (blunt/edge), contact area and penetration capacity of stonefall traps like there's for the other weapons???--[[User:Kaos|Kaos]] 02:45, 1 May 2011 (UTC)
 
 
==Weapon traps==
 
I can make weapon traps with the specially made trap components, but it won't let me use normal weapons in them. After selecting mechanisms it just brings up a list of trap components, not a list of available weapons. Any idea why? --[[User:Nahere|Nahere]] 23:15, 2 July 2011 (UTC)
 
:Are you sure the weapons are available (unforbidden, accessible)?  When you are selecting the weapons, hit '''x''' to expand the list and scroll up and down to see available weapons.  Check and make sure your building a weapon trap, not a upright spike/spear. Build 10 wooden training spears (ax/sword/whatever).  You should be able to put them into a weapon trap.--[[User:Kwieland|Kwieland]] 20:18, 4 August 2011 (UTC)
 

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