![]() ![]() Just don't dump those and you'll be fine you can save them for your more elaborate deathtraps. How do I release a creature from a cage Ive tamed several creatures, but I cant figure out how to let them out of the cage they were trapped in. The only problems I've found with this approach are a) that dwarves will generally try to go in and retrieve the goblin goods while you're still executing goblins (but they usually flee when they see a goblin out of its cage, so no harm done), and b) occasionally a dangerous goblin, like a spearmaster, will get loose. This accomplishes several things:ġ) By putting the cages right near the pit, you greatly decrease the odds that the goblin will escape while being dumped.Ģ) Even if he does escape, there's a patrol right there to beat the snot out of him.ģ) If he does get dumped into the pit, he'll be briefly stunned by the fall and thus no threat to your soldiers.Ĥ) You get free live target practice for your soldiers, which increases experience much faster than sparring does.ĥ) All of the goods are readily available to retrieve no need to reclaim, drain fluids, or anything else.Ħ) No need to set up levers, which really slows things down. Build all the goblin cages near the ramp, station a patrol in the room, then designate goblins for dumping into the pit. The simplest safe method I've found is to just dig a ramp, then designate a pit on the topside of the ramp. until you pop the door open and kill them all. Once down there, and if they dont have any way of getting out (use channels and drwabridge to seal it) they will wander around in it forever. Btw those buggers count as one of your civilian when killed and he will use up a coffin. With ennemy dwarves trapped in your cages, its different with them, you just cant "dump" them in the pit like the gobos, you will have to link their cage with a lever to let them out. This will designate everything on the goblins for dumping. Thieves are dangerous when moved this way they will escape (never did it personally), in this case i suggest setting their cages to open with a lever in your arena. The easiest way to do this is to designate a mass Dump with d->b->d right on the cage. Be carefull as to not make the hole access too small, and have a few soldiers nearby in case one civilain get scared (cuz he saw a gobos down there). Civilians will move in, take the goblins (amred or not) and throw them down there. Use I-P on it and select the goblins to be thrown in it. This screen will show you options about different orders for your dwarves. However, this was primarily because I was mass-producing blocks out the wazoo under time constraints, which required a large chunk of the fort's dwarfpower. It should tell you 'inside' or 'outside' on the bottom of the interface. Last time I played dwarf fortress, I cleared out a 15x15 area, set the outer area as a stone stockpile, the next ring in was workshop space, and then the center was staircase space. How to determine if a tile is outside: press k and place the cursor on the tile. Usage with single units Usage with filters Mass-renaming Cage zones Examples. By default, Dwarves do not dump anything that is on an outside tile. Then build a secured room with a channel over it. GitHub - quietust/dfhack-23a: Memory hacking library for Dwarf Fortress. btw it is good to get rid of vermin inside cages that elves bring without having to build animal traps) If same bug happens with dwarves, then I have no clue what to do with dwarves.Use the D-B-D option for mass dump on the occupied cage, the use K on each cages to un-dump the cage itself (so only the content of the cage will get dumped the loot!. To make things easy with the blinking animals bug, you could consider livestock husbandry on surface under roof and walled off and thief sniffing animals located deeper in entrances. In case you missed some blinking animal still stuck somewhere on map. You still should make save before pitting. So long you took those listed above precautions, your attempt at mass pitting prisoners should work now, 99% of the time. ![]() I dunno what causes it and how to solve it, but it is very very rare. There is a pathing bug alike the one in point 4, which happens upon invasion arrival, on map's edge. Right before using mass pit check for any blinking animals. Construct/deconstruct floor over mud, or just smooth rough rock with mud on. Use mass pit design from wiki with no deviations: /index.php/DF2014:Mass_pitting#Building (no construction fails)ģ. ![]()
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