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Author Topic: Chemical (barrel) trap  (Read 1260 times)

FantasticDorf

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Chemical (barrel) trap
« on: November 30, 2017, 04:02:52 am »

A quick suggestion, a chemical trap that is basically a barrel & a mechanism built into the floor that when activated spills its reagents in a 3x3 radius around it.

This would ideally make use of the ability of merchants to export liquids with syndromes & give a applicable use to them if you couldn't harvest the syndromic excretions yourself. So finally you can melt gnomes with gnomeblight on command by them triggering the chemical trap, or with a lever pull similarly identical to a spike trap. Alternatively you could be creative & collect some globular evil rain and make it splash onto future invaders, on contact poisons would also be useful.

The barrel trap also takes multiple glass vials (2 or three) of reagents also if its not emptied into the barrel with another one (or a jug but depends on materials, both barrel & jug need to be able to withstand the contents) and mechanics set all this up.
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Shonai_Dweller

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Re: Chemical (barrel) trap
« Reply #1 on: November 30, 2017, 04:11:50 am »

I think the plan for traps is to make them more player constructed rather than the current fixed 'cage trap', 'rock trap', 'barrel of vomit trap'. I imagine it'd likely to be looked at during Moving Fortress Parts. At that time you should be free to set up any traps you like with whatever dastardly objects come to hand.
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FantasticDorf

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Re: Chemical (barrel) trap
« Reply #2 on: November 30, 2017, 09:33:44 am »

This suggestion is more for the near-term trap types but having barrels be egible for the moving part arc with a degree of trap functionality (when disturbed, spill contents) you can arrive at pretty much the same conclusion.

Right now emptying barrels as a trap is reliant on burning them open, and metal barrels are close to useless for actually containing objects due to their extreme weight of materials & item type compared to pots. Save for using them in combination to make decorative ashery workshops that give positive moods.
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KuudereChef

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Re: Chemical (barrel) trap
« Reply #3 on: November 30, 2017, 02:57:37 pm »

Dont forget those medieval oil barrel traps  ;D
the barrel traps could make lots of liquids other than chemicals and evil rain useful
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SixOfSpades

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Re: Chemical (barrel) trap
« Reply #4 on: November 30, 2017, 06:09:24 pm »

Or just make pots out of glass or clay, so they shatter when dropped. The greater the height of the drop, the further the contents can get scattered.
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Beer Beard

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Re: Chemical (barrel) trap
« Reply #5 on: December 01, 2017, 03:58:38 pm »

Great suggestion.
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Azerty

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Re: Chemical (barrel) trap
« Reply #6 on: December 01, 2017, 07:13:15 pm »

What about poisoning? Players could leave bits of food to be stolen by kobold and gnomes thieves.
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FantasticDorf

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Re: Chemical (barrel) trap
« Reply #7 on: December 01, 2017, 08:20:39 pm »

What about poisoning? Players could leave bits of food to be stolen by kobold and gnomes thieves.

If it was on contact poison, or if it somehow became injested by being splashed around the mouth that'd work. But you might want to refer more to toady's poison laced weapon traps instead for more *direct* ways of applying poison. Boobytrappingg alcohol stockpiles with gnomeblight would cause gnomes caught in the reagent to literally melt so yeah, good application.

Or just make pots out of glass or clay, so they shatter when dropped. The greater the height of the drop, the further the contents can get scattered.

I didn't have any pre-concieved idea about breaking the barrels (making them more fragile/breakable would be nice though), in my mind like a cage trap it'd spring up and the barrel would pop out of the trap after the reagents are spilt because i dont want dwarves harming themselves after they go pick the barrel up again. It also discourages people into shoving many of them into a tight space or overlapping so that players can cover wider trap areas like a open room.

Quote
Weapon trap makes invader fall off a bridge into a chemical barrel pit where pathing back out triggers weakening reagents like GCS poison, or you have a open space unobstructed by traps covered loosely by 3x3 chem traps to slow the enemy down travelling the 'easy route' around your traps.

If a metal barrel is full of lava, the barrel & the trap mechanism would need to be lava proof once it is cleared to be reset, same goes for anything with other sensitivities but thats a extreme application given how last resort a lava trap may be.

  • Players would undoubtedly find ways to creatively use barrel traps, such as dousing gremlins & FB in dizzyness inducing cave spider poison so they bypass [TRAP_AVOID] once they injest it or come into contact with it. A FB silk farm providing you have a correct type (doesn't fly, no other negative features beside webber) may be possible if you drug the FB with a barrel trap first before trapping.
« Last Edit: December 01, 2017, 08:32:17 pm by FantasticDorf »
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Azerty

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Re: Chemical (barrel) trap
« Reply #8 on: December 02, 2017, 08:31:04 am »

What about poisoning? Players could leave bits of food to be stolen by kobold and gnomes thieves.

If it was on contact poison, or if it somehow became injested by being splashed around the mouth that'd work. But you might want to refer more to toady's poison laced weapon traps instead for more *direct* ways of applying poison. Boobytrappingg alcohol stockpiles with gnomeblight would cause gnomes caught in the reagent to literally melt so yeah, good application.

Yeah, making gnomes voluntarily ingest alcohol contaminated with gnomeblight would be a good way to deal with the issue.

Another way to use against a massive amount of enemies would be to heat an inhalated syndrom until it becomes a gas; if it is in a room, it would enable to kill a great number of invaders.
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FantasticDorf

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Re: Chemical (barrel) trap
« Reply #9 on: December 02, 2017, 10:03:23 am »

What about poisoning? Players could leave bits of food to be stolen by kobold and gnomes thieves.

If it was on contact poison, or if it somehow became injested by being splashed around the mouth that'd work. But you might want to refer more to toady's poison laced weapon traps instead for more *direct* ways of applying poison. Boobytrappingg alcohol stockpiles with gnomeblight would cause gnomes caught in the reagent to literally melt so yeah, good application.

Yeah, making gnomes voluntarily ingest alcohol contaminated with gnomeblight would be a good way to deal with the issue.

Another way to use against a massive amount of enemies would be to heat an inhalated syndrom until it becomes a gas; if it is in a room, it would enable to kill a great number of invaders.

Not even, just touching gnomeblight (gnomes are naked by the way) causes their entire body to melt wicked witch of the west style into gunk in the present game but forcing the two together because of how gnomeblight is stored & not applied is hard. If anything you dont want barrel traps to touch other things dwarves will be using, though you definitely COULD coat the barrels in gnomeblight as a preventative measure.

One way of thinking about barrel traps is like a landmine which allows them to be spread out. Im not sure about heating but that'd have to most certainly be another kind of trap that could work similarly with the 'release contents when triggered' I would think a cauldron would be used for gases, if you wanted to scald invaders in heated steam causing burns

Quote from: cauldron gas trap
Prepare the cauldron with 1 flammable boulder (brimstone/lignite etc) or refined coal, 2 mechanisms & a metal cauldron in the construction, input reagents to turn them into gas (not entirely sure on the science, could try mixing it with water too to bind them together in the steam cloud), steam causing scalding & burns and gaseous nature of it being ingested for poisons & other reagents.

Cauldrons currently have no purpose (unlike if you do modding like me & make a workshop that requires a cauldron once you mod in the ability to make it a metalsmith shop), besides decorative functions in adventure mode & worldgenerated sites.

  • Off the bat a obvious solution = poison your weapons by drenching them under a triggered barrel trap, may unintentionally poison enemy weapons if the invader doesn't die first. Then give them to your military or put the im weapon traps, same goes for ammunition
  • On the other hand nethercap wood barrels are capable of containing reagents at extreme temperatures without actively destroying themselves so could be useful for transporting hot liquids into the barrel trap without using expensive & extremely heavy metal barrels
« Last Edit: December 02, 2017, 10:09:43 am by FantasticDorf »
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