v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

v0.31:Trap

From Dwarf Fortress Wiki
Revision as of 19:46, 15 June 2010 by Kyle Solo (talk | contribs) (→‎Cage Trap: Fixed link)
Jump to navigation Jump to search
This article is about an older version of DF.


Traps are a comparatively quick and easy method for defending a fortress. Unlike Template:Ls, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the build->Traps/Levers menu. You'll generally need one Template:L, a dwarf with the Template:L labor designated (ranks in this Template:L reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.

Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of Template:L, flying creatures and other occasional nasty surprises.

Note that only dwarfs with the mechanic labor enabled will reload traps (cage, stone or weapon). In combat situations, Template:Ls have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. Template:Lding traps after they are built will keep Urist McSuicide from deciding to reload a trap in the middle of a Template:L. Just remember to unforbid them when things calm down, so the traps are all ready for next time. 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. Alternatively, simply order your dwarves to stay within a safe Template:L until any threats have been dealt with.

Stone-fall Trap

The simplest trap to construct, a stone-fall trap is essentially a Template:L suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually not severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any Template:L with Template:L Template:L enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do not alert you of ambushes when triggered by hidden invaders[Verify], this can frequently lead your mechanics into peril.

Weapon Trap

Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made Template:Ls to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist "trap only" weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)

The specialist weapons can be built in 3 workshops:

Template:L (menacing <metal> spike / large, serrated <metal> disc / spiked <metal> ball / enormous <metal> corkscrew / giant <metal> axe blade)

or

Template:L (menacing <wooden> spike / spiked <wooden> ball / enormous <wooden> corkscrew)

or

Template:L (menacing <glass> spike / large, serrated <glass> disc / spiked <glass> ball / enormous <glass> corkscrew / giant <glass> axe blade)

Don't know which to make? -> Detailed Template:L information

These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will "attack" the creature with all the weapons available to it, normally doing massive damage.

Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown time period). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use "t" to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.

When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing "Enter/Return" adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered (10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press "d" to set the trap.

It also appears that there's a chance that invaders may dodge the traps: in fact, the triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking.

  • Shortcut b T w
  • Components used: Template:L and between 1 and 10 weapons.

Cage Trap

Cage traps are different to the other trap types in that they do not directly kill or injure invaders. Instead, they capture the unfortunate creature that triggers them in a Template:L. Despite the lack of violence, this is still very effective as it completely neutralizes the target so that they can be dealt with later. After a creature is captured, it's stored in an animal Template:L. The trap must then be reset by hauling an empty cage to the traps location (this is done automatically by any dwarf with the Template:L labor). Most captured creatures do not require any nourishment and will survive being in a cage indefinitely (submerging them in water also appears to have no effect on the captured creature). Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.

It is possible for dwarves to bring Template:L to cages, but this will only occur if you have someone friendly also locked in the cage - like a dwarf child snatched by a goblin. In this case remove the poor fellow using the goblin's inventory screen.

Cage traps cannot capture every creature in the game, so you will need alternative defenses. There are mixed reports, but it seems some types of Template:L are vulnerable to cage traps, while some aren't.

Cage traps are also useful for catching animals. This can be done by simply placing traps in areas where wild animals roam (this does not require a dwarf with the Template:L labor enabled). The captured animals can be used to fuel your meat industry, or can be tamed (and sometimes trained into war animals!) at the Template:L. Note that many animals require the presence of the dungeon master to be tamable.


  • Shortcut b T c
  • Components used: Template:L and a Template:L.
  • If the trap is a Dark Green, then it does not have a cage in it.
  • If the trap is a Light Green, Then it does have a cage in it.

Upright Spear/Spike

A variation of the weapon trap, the Upright Spear/Spike itself requires no mechanisms, and can be fitted with up to 10 Template:L or Template:L. However, it requires an external trigger to actually impale things. Either a Template:L or a Template:L must be connected to this trap for it to be operated. The advantage of this trap is it doesn't require a Mechanic to set it up - just to link it to a trigger.

An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms. However, you will still need the mechanisms that cause your victims to fall onto the spike from above in the first place.

  • Shortcut b T S
  • Components used: between 1 and 10 spears or spikes.

Other Traps

You can create even more elaborate traps with imaginative use of pits, Template:Ls, Template:Ls, Template:Ls, Template:Ls, Template:L, and/or Template:L, creating sacrificial altars (blood for the Blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying. These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a Template:L, you're not trying hard enough.

See Template:L


Rooms
Furniture
Animal trapAnvilArmor standBedBinBoxBucketCabinetCageCoffinRestraintSeatStatueTableWeapon rack

Access
DoorFloodgateBarsGrateFloor hatchBridgeRoadWindow
Constructions
Machine & Trap parts
Other Buildings
Related Articles