Ultimate Base Defense with Cage Traps - Dwarf Fortress Tips
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- Опубліковано 21 лис 2024
- Reupload after I pushed a draft - woops! I played my (cage) trap card!
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Mass Pitting Wiki page: dwarffortressw...
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If one of your dwarves or some other friendly creature gets trapped then build the cage from Build -> Cages/Restraints -> Cage. Once built you can remove the dwarf from the cage by clicking on it.
It is much easier to just assign them to a pasture while the cage is in a stockpile. They usually get un-assigned as soon as they get delivered, but if that does not happen it is one more click to fix that and no more dwarf labor. A pasture designated over the cage makes this even faster as you dwarves won't spend any time escorting the prisoner to a pasture.
Edit: I know this still works as described for visitors that fall into cage traps, I have not had any of my dwarves get caged since my last 0.47 fort. In 0.47 your caged citizens are available to assign to pastures, in at least some earlier versions they were not, someone let us know if it works in v50 please.
Testing accidentally complete: Caged citizens are not available for pasturing in 50.07 but caged friendly visitors still are.
I like tossing my caged prisoners in a cell(really furnished ones) instead of dropping them in pits, chucking them in lava, or making them as bait for the forgotten beasts. I hope that when the fort eventually comes to ruin, that the prisoners learn a little bit of goodness in their hearts and make something "interesting" in the world story gen when I look at legends mode.
Thank you. I get so frustrated when I have an ultra specific question and the internet has every answer but the one im looking for, and usually the first video of yours i watch has the answer front and center. Thank you.
Now I've found this my method involves throwing every captured goblin in a shallow pit. The pit contains a hungry bobcat.
Great guide, another small tip for fighting web spitters is having your dwarves fight them in a 1x1 staircase since they can't shoot anything to a different z level.
the solution to rocs and dragons is once you have a breeding pair to edit your raws and remove their invader tags. you won’t get any more that come to your map but they will work seamlessly with your military from that point onwards.
Two tips: one, you can click on the cage and undesignate it from the item popup if you want to avoid hunting for it in the stocks screen; and two, if you set your hatches to unpassable, your dwarfs will still pit the enemies, but flying creatures can't fly back through them.
Man, you are the best dwarf fortress youtube in my opinion. You go way beyond the strategies I usually find on youtube and on the wiki. Great!
Haha I love the thunderdome, I actually came up with that on my own as well. Once they fix some of the marksdwarves problems, I might utilize it more. the fact half of my archers end up bashing people with their crossbow gets annoying to micromanage atm :D
Once I had a guy circle strafe a demon while pelting it with arrows, it was pretty epic. Usually though yeah they opt for melee. I try to put them in towers or behind fortifications so they have no option but to pew pew.
Wow, I've never heard of that last tip! Great way to deal with the previously near-invulnerable forgotten beasts!
in my experience, things are most likely to escape from your dwarves if they have weapons on them, so it's best to strip all equipment from captured enemies first, then throw them in the pit. Escapes also have happened when throwing an enemy into a pit, and the dwarf behind gets spooked and drops the prisoner he's hauling, but this has been prevented since I started using hatch covers over puts.
you are able to throw things down locked hatches too, i think where most pitting enemy mistakes happen is when the hauling dorf see's enemies from below in the pit and instantly lets go of the new enemy they were hauling about to throw in
Yeah this is something mentioned on the wiki page, but they also say that they can even get spooked through locked hatches so I am not sure how effective it is. It seems that the best way to avoid escapees is to only throw in a couple at a time.
I’ve been having fun throwing elves down to my Ettin pit
My dorfs are not transporting caged invaders. I have a bunch of Human axeman corpse hanging around in cages at fort entrance, and there's a stockpile set up to receive animals including humans/elves/goblins and stuff that's available via a 2x2 downward stair. But they just remain on their original traps.
Might be they are simply too busy for hauling tasks, or perhaps a burrow/work detail restriction is keeping them from doing the jobs?
I'm literally working on this right now 🤣 massive pits are the best!
The dragons are not only bugged in the regard you mentioned - one caused a loyalty cascade in my fort ...
Been playing Dwarf Fortress years. That last tip is a new one for me, excellent video ty.
I just hit 125ish hours into steam version. I’ve been wanting to figure out how traps work. I have some goblins in traps right now and wasn’t sure how the whole dumping thing worked for that. Thanks for the explanation!
6:05 This is disgusting and I hate myself for never having thought of this previously
My dragon doesn't aggro on my military, but it does agro on diplomats, which is pretty inconvenient. Also I can't attach it to a chain for some reason, which is extremely disappointing because I made a really fancy chain just for him.
I have 4 dragons, 2 seem to aggro on any dwarf even when expertly trained, one seems to aggro on literally anything including corpses in their coffins, and the last seems to only aggro on my military. Long term I intend to find the other 5 family members hiding somewhere in my embark and hopefully end up with at least one breeding pair that does not aggro on civilians. But dragons seem to be pretty badly bugged in v50.
Embarking on/reclaiming ancient ruins can have interesting results.
The problem I have right now is that I took too long to start pitting things and my pitting stockpile is too small for all the amphibian men. How do I figure out which ones are in the stockpile versus waiting to be brought up? ... While typing that I realized I can put a quantum stockpile next to one of the hatches and it should work perfectly ... Time to re-start DF and try that.
Edit 3 weeks later: never got pitting from a quantum stockpile tested, but I did learn that if you retire and then claim a fort all your caged enemies will either be released or deleted. Trained animals and the giantess were released, all the other un-tamable stuff (and my intentionally not trained giant cave spider) vanished without a trace.
Honestly using cage traps _everywhere_ is something I avoid. Simply catching your enemies and never having to fight them isn’t very *“fun”.*
Counter point, you can make your enemies fight each other for your amusement
Awesome! Can't wait to play with this! 🍻
I haven't built one yet, but can you still use a dwarven coliseum to desensitize your civilians with seasonal slaughter until they become unfeeling monsters?
I believe so, but I haven't confirmed it personally.
Hi anyone an idea why my dwarf wont store the cages with the goblin thief's in my stockpile i set it up like in the Video but they won't move the Cages
1:44 is the ROC and Dragon thing a bug? I read that it‘s normal behaviour because of the type of monster they are?
It's a bug with megabeasts specifically. The wiki article on taming links to the bug report.
How do you drop a Goblin thief? Mine always seems to fail but other times they do get dropped. They always escape when I designate them but other creatures are fine.
edit: ok the weird thing is the first goblin always works but the second and third ones are 100% fail...
I checked wiki and nvm it's normal
nice thanks, didnt know any of this.
what happen if the cage trap is webbed by the vermin cave spiders?
probably foes who have trap avoidance will caught in the trap too
Just built my fist mass pitting pit and did it like the wiki said. Under the trapdoors there is a whole floor that is not stairs, just dug out, the rest 20 levels are stairs, because the wiki says that stairs don‘t stop creatures from falling.
First problem is that it takes FOREVER for one of my guys to drop a creature, even if I have no jobs in the job menu,
Second problem is that some troglodytes are alive and walking up the stairs again. What did I get wrong? Is the „first floor“ the wiki is talking about the bottom floor? From logic I thought it means the first floor UNDER the cages.
And what about those trap doors? Can I forbid them and still stuff gets thrown down? From what I read it seems that older versions of DF hat more than 2 states for doors, and the wiki talks about something like „closed but not completely closed“.
I don't usually do this approach, but I believe that a creature's fall can be broken by another creature (or its corpse). Stuff will still be thrown down when forbidden. And yeah, classic DF had a version where doors were closed to animals but not humanoids, but it caused a bunch of FPS issues so it is now removed.
@@FurtherReadingTV Hm. What is the best way to mine out a hole then? First stairs, then channel out? And how do your dwarves get up again? Until now I always did a seperate staircase connected to the big staircases and close it off with a wall after finishing. Is that the only way or am I missing something?
Great video. Thanks for the good information.
Why did you fill a corridor with lots of pressure plates before leading to one cage? I don't understand how that would help
Those are the cage traps. They look like pressure plates when armed.
So I setup my pit pond area with hatches like in the video and everytime I designate my trapped creature (a werekoala) my dwarves move him to the pit back and forth or to some other stockpile or empty cage. Can someone explain
They're taking him out of the cage but then putting him in a different empty cage? That's super weird behaviour, never seen that before - usually if it fails they just leave the prisoner to wander off.
Or in this current situation I have my stockpile in my pit area and he removes and places him in the same cage over and over
@FurtherReadingTV I have 4 hatches instead of your 6 but they have 1 tile around each one which is my stock pile for animals no cages. He will either get moved to another random empty cage in another stockpile or taken out then put back in the same cage over and over instead of throwing him down the hatch. I don't know if I've made some kind of silly mistake and missed something. It is happening with trogs too
That's super weird, I've never had that happen before! Maybe try asking on discord or reddit?
Love ur vids bro ty
Fantastic.
Thank you for this 💛👏
My dwarves are taking my caged goblins to the dungeon. How can I prevent that so I can still have a justice system?
I use wooden to thin out their numbers
hold the F#$%in phone since when have terrariums been the glass equivalent of cages? last i was aware they where small cage traps for vermin
Feels like cheating tbh. I tend to just use a single row of cage traps in front of any entrance. Maybe 2 on untamed wilds. Actually, that bit at the end about using diagonals for forgotten beasts might be a lot more helpful for me, time will tell.