![]() The simplest trap to construct, a stone-fall trap is essentially a stone suspended up in the air which is dropped on intruders when the trap is triggered. Traps destroyed by hostile action may return damaged objects. Deconstructing a trap leaves the components used in its creation on the ground around the tile. Traps can be deconstructed by pressing t to view the trap (or q, although the name of the trap will not be displayed until it is flagged for removal), followed by x to remove it. It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the t query. If put into a stockpile or claimed, captured individuals will be prevented from escaping. If a cage trap has captured something while forbidden and been left alone for an extended period of time (nearly a year or longer) the caged individual escapes and you will get the announcement "Something has emptied a cage!". Alternatively, simply order your dwarves to stay within a safe burrow until any threats have been dealt with. ![]() Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a mechanic will carry a stone out to the trap anyway. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Forbidding traps after they are built will keep Urist McSuicide from deciding to reload a trap in the middle of a siege. In combat situations, mechanics have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be near them. Note that only dwarves with the mechanic labor enabled will reload cage, stone, or weapon traps. Any unconscious creature will trigger traps, including your own dwarves. Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of thieves, flying creatures and other occasional nasty fun surprises. Traps will block the passage of caravan wagons. They can be built indoors or outdoors on a vacant floor (natural or constructed). Most traps need one mechanism, a dwarf with the mechanic labor designated (more skilled mechanics take less time to build a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. Traps can be built from the build-> Traps/Levers menu. On the other hand, they are immobile and can only lie in wait for foes to walk over them. Unlike soldiers, they're always on duty, and, once set up, need less management. Traps are a relatively quick and easy method of defending a fortress. There's still a chance that an ambush or siege could spawn in the small path there, but the odds will probably be something like 3 / (total number of map edge tiles).For information on trapping vermin, see animal trap. I haven't tried it, but I'm fairly certain you can build drawbridges in places where you can't build walls or floors, as long as they extend to the normal buildable area. I think it may be possible to replace the channel with raising drawbridges (which you raise once build and never lower again), and then another drawbridge (retracting is fine, but you don't need a lever for it) on top. If there is a path to your trade depot, the caravan will always spawn on that path. Make the only path to your trade depot require the caravan to come between those trees. Build a 2-deep channel from the trees inward until you reach the point that you can build walls. ![]() Find a map edge that has full-grown trees separated by 3 empty tiles. So if you have traps in your hallway you'll probably only get the elven caravan.Įdit: Also, there's a way you can make a safe way for caravans to get in but keep 99% of ambushes and sieges out, but most would consider it cheating. My understanding of the situation is: Caravans with wagons cannot get past traps. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar! ![]()
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