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Replace Workshop Doors with Cage Traps #42
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Do former citizens get caught in traps? I expected then to still have the TRAPAVOID token. |
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) |
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. 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. |
Hmm, I wonder if moving the hospital back a bit and filling the path to it with cage traps would work better... |
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. |
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.
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