A stone-fall trap only requires a mechanism and a stone. Stone-fall traps respect economic stone restrictions, and they can not be loaded with clay.īefore you write off stone-fall traps as worse versions of weapon traps (see next), note that weapon traps require you to have previously made, found, or traded for weapons, making them more of an option somewhat later in the game. (* For something a bit more complex but quite elegant that will notify you, see Trap_design#Land_mines) You can make your mechanics' lives a lot easier and longer if you disable that labor during sieges or burrow them away from the enemy. Being that stonefall traps do not alert you of ambushes when triggered by hidden invaders* (the way cage traps do), and automatically trigger a "reload" job, this can frequently lead your mechanics into peril. 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?). This is done by any dwarf with mechanic skill enabled, a task which your dwarves will see to automatically. Patient micromanaging from the z/stock menu and/or using forbid often does the trick.Īfter each use, a stone-fall trap needs to be reloaded with another stone. The weight of the stone used in the trap affects the amount of damage the trap does, but it can be difficult to get your dwarves to use heavier stones, like galena or cinnabar, when loading the traps. A single stone trap will usually not severely wound or kill most animals and enemies, but can break a bone, which gives you more than enough time and advantage to finish them off with military. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. 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. Conscious dwarves do not set off self-triggered 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 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.
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