Comments (5)
Do former citizens get caught in traps? I expected then to still have the TRAPAVOID token.
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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)
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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.
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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...
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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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Related Issues (20)
- AI Following creatures at very low levels 10-20min into game HOT 13
- Provide assets for 0.47.04-r2 HOT 2
- Assertion failed on exclusive_callback.cpp HOT 4
- Assertion failed on plan.cpp
- reassign priorities when starving
- Assertion failed on plan_construct.cpp
- Furnishing Trade Depot HOT 1
- Make trader always leave in profit
- Avoid building in damp stone
- Map suddenly completely reveals, all dug out spaces filled back to their original blocks HOT 4
- Raiding causes df-ai to crash
- newly created civzone is missing
- can't figure ou the files
- DF-AI crashes immediately if lockstep is enabled.
- Assertion failed on population_military.cpp line 1000
- Assertion failed on exclusive_callback.h
- at trading screen - see you next year
- No such plugin or Lua script: labormanger
- Steam version support HOT 2
- please update HOT 4
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