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Replace Workshop Doors with Cage Traps #42

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RogueYun opened this issue Feb 17, 2018 · 5 comments
Open

Replace Workshop Doors with Cage Traps #42

RogueYun opened this issue Feb 17, 2018 · 5 comments
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enhancement a new feature or an improvement to an existing feature

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@RogueYun
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A cage trap would protect the rest of a base from failed mood moody dwarves/werecreatures.

Well I'd rather have two doors and a cage trap in between (I like airlocks) but I won't complain if it's just a cage trap.

@lethosor
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Do former citizens get caught in traps? I expected then to still have the TRAPAVOID token.

@RogueYun
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I "used to" catch berserk dwarves in cage traps. Other insanities would walk over the traps IIRC. Not sure if that was updated out. And i seem to remember werecreatures getting caught when transformed. I'll try to do more research on it when in get a chance. (Aka, less lazy)

@RogueYun
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This is an article from an older version, I am sure I've had success with this still in later versions. Though, again, I'm not sure if that has been updated out.
http://dwarffortresswiki.org/index.php/40d:Trap#Berserk_dwarves

As for werebeast trapavoid it seems they are according to the wiki. I thought I caught them religiously in the past but I guess it was either from fainting/stumbling or a stranger changed form conveniently before walking into a cage trap.

@BenLubar
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Hmm, I wonder if moving the hospital back a bit and filling the path to it with cage traps would work better...

@BenLubar BenLubar added the enhancement a new feature or an improvement to an existing feature label Feb 18, 2018
@ImpulseCloud
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Shouldn't an individual user be able to personally modify the plan templates to achieve this? I feel this is too 'easy/cheaty' and doesn't 'look nice/natural' and shouldn't be the standard/default.

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4 participants