@@RichardPhillips1066 I fed them until she (the dragon) was semi-wild, then I assigned her to a pen/pasture of her own in a tower I built specially. Then overlap pen/pasture with animal training, and train. Make sure you have a decent animal trainer.
@@hadochaddockson4290 I think you're mixing up domestication and training. The dragon won't have tame kids but the trained one will listen to you and the kids can be trained in the same maner
On weapon traps, chance to hit depends on gear quality. Jamming only occurs if they actually kill something. If you build them with poor quality mechanisms and 10x wooden weapons, you get a trap that never jams, and is good at convincing enemies to dodge into a nearby moat or pit.
Lately Im embarking on flat places creating a tunneled entrance, starting with a 3 wide ramp to a 5x5 space where I put the trade depot, after that I make a corridor 20 long in a U shape, and I put 20 stone traps there. Can't catch thieves, but they a good job stopping wildlife and child snatchers.
There's a little cut in the beginning - looks like you changed your mind about which trap should be the first to be presented. Otherwise, thanks for covering yet another topic I was wondering about recently, you've been pumping out nothing but good stuff, keep it up!
I trapped a human werewolf in a trap. I tried to sell them to the elf caravan. I think a bug caused the werewolf to die when they and their cage was placed at the trading depot (they did transform a few times in the cage so I think they should have had hunger reset).
@@roetemeteor afaik, while the curse is active, they do not, but while inactive they technically do, except their needs reset once the curse hits, so effectively they never actually have to as the transformation happens sooner than dying of hunger or thirst
Blind, could you do one on fixing unhappy dwarves? You talk about it a lot in streams / vods etc but there are some needs that don't make sense to me and I'm having trouble going back and forth with the wiki. I've also been having issues with "faith-splosion" where my dwarves keep telling each other about their cool new god / sect etc and now have like 10 faith needs that take so long to satisfy it they just chain worship and by the time the last one goes green the first has gone dehydrated yellow again
make mist generators in high traffic areas/high traffic stairways to force a boatload of happiness decorate the shrines so theyre not just an altar surrounded by some rock might as well just decorate everything to force happiness, carve out large areas for massive temples, get creative etc
There is actually a very easy way to do it. Place all of your unhappy dwarves in a squad with no uniform, and no barracks. Align them to constantly train. Since they don't have an area that train, they don't have a uniform, what they will end up doing is attending to their own needs, socializing, and effectively just doing whatever they want without any task to distract them. The end result is that a lot of their issues alleviate over time.
Hey dude! These videos are awesome! Was wondering if you were planning on doing one for blueprinting layouts? I see some peole use them but a quick video like these would be pretty rad!
What's your opinion on the idea of using a minecart clock (or multiple) with a pressure plate or two in their tracks, which are hooked up to a hallway of spikes? They would extend and retract repeatedly on their own.
Weapon Traps are very useful, if you have a King/Queen; you can install a trap and fill it with valuable weapons (up to 10), and it counts towards the Dwarf's request for the room's value.
One thing to add - unless it has changed with Steam, traps block trade caravan patching, so you have to design your entrance around that fact if your Depot is indoors
It seems to take a few years of good trade for traders to start bringing wagons now, so if you use traps for early defense you have some time figure out how to make a Depot that is both safe and Wagon accessible.
One could use bridges as a means to open an alternate paths : Caravan shows up, then you press a lever and a nice 3 tile path opens up, Invaders show up, you pull the lever and have them form a conga line through a tunnel
@@vonsch9793 Ah right I think I remember that, well in this case just keep the path open, some war dogs nearby to spot possible ambushers and "When" invaders show up then close the path, and hopefully they don't arrive at the same time as the caravan . Climbing sure has thrown a wrench in my old plans, Thought enemies probably consider climbing as a plan B thought do they ?
Upright spike trap with a lever saved so many dwarves for me from fb with "dangerous dust" that used to kill the whole squad even after they killed the beast. Now I just trap them in a door trap that locks by pressure plate and repeatedly spike them
A question about pressure plates, is there a delay when used with bridges ? I'm building a trap for forgotten beasts a single wide winding corridor that leads to a room, there's a pig as bait and I wish for a bridge to close the room once the beast is inside so ideally when he walks over the trap the bridge rises and closes the room. Where should I place the pressure plate ? just before the bridge ? juste after ? leave a couple of blocks in between ?
Thanks for this. Been wanting to use traps for a while now. When using a weapon spike trap with a pressure plate should they be placed right next to each other or should they be separated by one or more spaces?
The spikes go down when the pressure plate is activated, and they pop up when it resets. Putting several spike traps in a row right after the pressure plate will ensure a single enemy gets spiked, no matter its speed. Sadly, this means your spike traps won't activate if several enemies keep walking on the pressure plate, or if one of them ends up dying right on top of it. For this reason, it's better to use a lever-activated repeater to get your spikes to open and close reliably.
Can you create a small loop of train track with a pressure plate linked to a bunch of retractable spikes and have the spikes trigger as fast as the cart can go around the loop propelled by rollers? IE room of spikey springy death. Is there a better way to do this besides a cart loop?
Can we have a more advanced minecart video. As pushing them up slope appears to be broken unless I'm doing something wrong. Stuck a video on my channel that shows the issue. Set to kick to reveal what the problem is. If you choose to guide the cart they get to it then cancel the job.
I just watched your video for you the problem ultimately looks like you don't have a second stop when the dwarf gets to your stop the dwarf essentially goes "hmm time to guide this minecart to next stop" *looks at the instructions* "Oh look it's at the next stop already guess I'm done here" then walks off Edit 6 hours later: Quick point kicking a minecart up a double set of ramps I feel is unlikely to make it, if you don't have rollers or impulse ramps best case scenario is the cart may stop at the first ramp, worst case scenario is depending on the strength of the dwarf involved it may go up one z-level hit the next ramp roll backwards and bean a dwarf standing near the track stop.
You did sort of say this but just to make it a bit clearer, there's two ways that the upright spikes cause damage and one that they don't. Anything that falls from a higher z onto an upright spike (in the up position) will take some damage -- but they do still somehow get a chance to dodge, so it's still possible they'll only take damage from the fall and not the spikes. But as they're up by default, you don't need to ever connect them to a lever to be effective. The other method is that anything standing on the tile at the instant the spikes raise will take damage (though still with a chance to dodge). But nothing will take any damage at all if they enter the tile after the spikes are already up, or if they only lower and don't raise before they leave the tile. So somewhat useful at the bottom of a pit, possibly more useful in a narrow hall with something constantly toggling them, but otherwise perhaps not as useful as the other traps. Also useful for -accidentally- removing troublesome -nobles- -dwarves- visitors, since it's one of the few trap types that will damage friendly units as well.
Hey blind I'm trying to empty this pond into a big water tank to get some books my citizens decided to yeet in there, is there a way to use 1 pump to get water up multiple levels, or will I need to make a pump stack to get the water up into the tank? Sorry it's a bit confusing, I may end up finding a different way to empty the ponds. My capital is in a biome where it never freezes, so I've been trying to work out a way to empty the ponds, and maybe building a dwarf made lake, diverting all the surface water into larger pool. Engineering wise it'll be easier to build the lake, I'm nearly finished my metal water tank so I'll find out soon whether the pump works here shortly haha
You can drain it from below much easier by digging a tunnel to the edge of the map, (leaving one block that you can later channel from above) smoothing and then carving a fortification in the block at the very edge of the map, and finally channeling out the block you left between your tunnel and the pond, hope this makes sense and helps.
I still don't understand how would you use pressure plate with spike trap. They are on different tiles, right? So, when a hostile steps on a pressure plate, a spike *somewhere else* is triggered?..
They wont cross over any traps. You have to keep a 3 tile wide route clear for them to get to your depot if want them to bring a full wagon to it, otherwise they will use pack mules or whatever to bring in limited goods.
What do I do with caged creatures to let em out? I have a whole closet full of troglodytes and grizzly bears from human invaders. I hear you can use them to train military dwarves. Do I just leave the stockpile in the barracks for them to prod at?
If they are hostile all you can do is let them out. You could use them in a combat arena for entertainment. Defence if you are at war with another faction. Fighting things in the caves by releasing them with leavers. I use them to train my military most of the time.
@@annekekramer3835 Not quite anything, anything with webavoid (mostly creatures that make webs, but also technically dwarves that are on the collect webs job) AND trapavoid will sail right on by, web spewing forgotten beasts or, yes, Clowns. All other forgotten beasts, titans, clowns, etc do get trapped by it though.
I know they effect the damage they can do, I remember reading about people making X-Men style ‘Danger Rooms’ by putting incredibly light featherwood spikes in the barracks training area, and putting pressure plates strewn around the tavern, so patrons would trigger them over and over-especially when there was a party and everyone started dancing!-which would power level the militias dodge skill. iirc, in one of Zemalf’s LPs he ended up accidentally training up a goblin warrior from dabbling dodger into a legendary one after his drawbridge dropped it into a pit full of wooden spikes, triggered with some type of repeater set up. I think that goblin was constantly dodging spikes for like a whole season or something?
not forgotten beasts, but non-intelligent monsters, yes. i've caught intelligent monsters like Gorlak (nice to dwarves) and trolls (enemies to dwarves) and you can't train them either. but those giant birds you can select to 'tame' them, which happens almost instantly, and then immediately butcher them for meat/bones/leather/feathers, etc.
Hello! Could you do a tutorial on creating an underground well by connecting it to a lake or stream? I think it will be a useful tutorial in case of building hospitals or regions that rain frequently and cause dwarves to throw tantrums.
He did this already in a longer tutorial. This helped me to understand how to make water flow. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-7t5r7LoO5Go.html
@@absurdflorist9906 He did already in this playlist one attempt on this topic: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MVTqxqeV_JU.html However, I did not find that tutorial useful compared to his long format.
@Yuusou I watched the video when it came out. It was useful, but I wished it was connected to a lake or river. In the video, it was more of digging a hole and then filling up the water. I guess that does function as a well, but it's not entirely the same as a well connected to a river.
i wanted to find a tutorial for how to just make the traps work, and not strategies. Knowing strategies beforehand in a strategy game ruins it for me completely.
Set up a Doctors Guildhall even without a guild existing yet, change the allowances to all citizens and the ones with the skills will both teach the rest and also gain more skills while hosting demonstrations. Be warned the first time I did this so many dwarves became diagnosis experts that I had to make a diagnosis Guildhall just for that skill to make everyone stop asking for one every day
As an aside werebeasts have randomly generated weaknesses to metals, but you won't know about those unless you where playing adventure mode and asked the right people